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do you like two handed cleavers? i like two handed cleavers
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why did it take so long to make thread

2h cleavers are good but that particular cleaver has such an over the top design i've always felt it's too much
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>>575819
because we're all lazy bastards that check the catalog for brothers 5 times instead of making a thread in half the time
2h cleavers are cool and you can doubledip the bro into whips which is also cool
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>>575819
i was sleeping
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I like having legs.
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>>575946
in this world you only get legs when you die
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>>575875
cleavers are enigmatic, i sometimes think the germans intentionally complicated that weapon category because they want us to be lost in cleaver.
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what does the taunt skill do really?
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>try culters
>get a great cheap militiaman on day 1
>decide not to hire anyone else until he's converted since the event will transform the lowest leveled brother
>easy caravan escort
>sacrifice
>militiaman deserts 5 seconds later
People play this shit?
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>>576322
it's a metaphor for becoming an ascended battle brothers player, mind game so strong RNG can no longer perturb your inner peace. bad luck is possible, therefore it is inevitable.
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>>576300
Saves your backline from necrosavants :^)
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How do you decide who to recruit? I sort of know what to look for in terms of base stats and stars but early game feels super rough unless I beef up my numbers to 7-8 even if they're mediocre. Also not sure how it balances out between mediocre starting backgrounds/stats but great stars
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>>576347
but what does taunt do anon i want the truth
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>>576349
Regarding star-stat balance, remember that a star is the equivalent of +5 at level 11 assuming you pump that stat every time. Thus low rolls can be really bad, and traits like sure footed/dexterous/clumsy/tough/quick/etc are more valuable than a star since you are reaping the benefits from them instantly.
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>>576477
>remember that a star is the equivalent of +5 at level 11 assuming you pump that stat every time.
that's good to know
I guess high base stats really are important
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>>576349
not sure how early you mean by earlygame. with the standard 3 companions origin, at start of day 1 i aim to recruit to 7-8 as well before fighting the brigands. i get lowborn bros my favorite is thief but anything that costs ~200 is good, afterwards i try to get to 12 with cheap militia or regular lowborns with my first few contract rewards, the longer you delay it the more you cripple yourself. after that i recruit melee nomads and sellswords. wildmen are a mistake. i used to think of myself as a wildman fan but now i realize it was just a phase. if it can't roll 67 melee skill and 10 melee defense it deserves unemployment
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>>576349
Recruit cost is determined by their background but also starting equipment (and level). So if you find one of those militiamen for a mere 400-600 since they come bringing nothing but the shirt on their back and a club they're very worth hiring to see if they're good. This is the same reason why brawlers and farmhands are so cheap despite their wages being above average for a lowborn background.
Speaking of Brawlers if you are PM and maybe Manhunters (i dont know if the event triggers for Indebted) you probably want one since having him past level 6 enables the mass drill and personalized beatdown of new recruits which can pump their stats up. Its not a lot but is still nice to have, so when playing those two be on the lookout since unlike other origins you'll be hiring/recruiting lowborn all game long.
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i am drawn to manhunters like a moth to a flame and always end up getting filtered
what do
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>>576300
It sets something called forcedopponent which drastically increases the odds that it will be chosen as an enemy
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>>576574
where do you get stuck in your manhunter runs?
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Party size scaling in early peasant militia is a fucking bitch.
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>>576595
i'm pretty sure what you're really suffering is the lack of equipment relative to your party size scaling, because the scaling itself is a net positive for the player, it takes some time before you stop outnumbering everything you meet.
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>>576581
right at the start since i despise working with flimsy bros so i want to go up north and farm thralls but get bled dry by fighting brigands and barbs since a 45-50 hp man dies from a fart to the face
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I really wish this game wasn't so dependent on its DLC for content.
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>>576621
right at the start might be a little too brave to be fighting the javelin throwing adrenaline tribe. perhaps stealing some white clothes would be a better way of decreasing your immediate flimsiness, just a few thug hunting contracts can give you enough safety gear to start bullying small quantities of raiders and reavers
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>>576628
just pirate, it's on gog
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>>576694
Is there a new goodolddownloads?
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>>576707
gog-games
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>>576711
Thanks anon.
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is there something I should be looking for in world gen? Besides just having a faction with a lot of towns relatively close to each other for contracts
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>>576846
Factions with few settlements can be good for farming
ports far from each other for cheapo travel
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>>576848
>Factions with few settlements can be good for farming
What do you mean?
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>>576850
You can attack noble houses, such as their caravans, to get the loot from their troops
If it's a faction with many settlements this locks you out of a large part of the map, but if it's some house with two settlements up in the frozen north or something there's not much of a drawback
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Does the hiring price give any information on the recruit itself or is it just base + equipment?
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>>576854
latter
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>>576854
there's a slight randomization to the price but it doesn't mean anything it's just there to confuse us
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>>576854
i would simply download a mod
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the tryout users are among us
beware
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tragically all the mods for bb are cancer
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296/15 helmet and 237/18 body for sale, only 25x my current money
God damn that sucks
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>>576873
wrong, I use smart recruiter that just shows me everything fo free
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>>576896
you should uninstall this mod as well as all other mods aside from the following:
1. mod that shows the hex grid at all times.
2. mod that shows, on the hex grid, upon mousing over an enemy unit, how far an enemy unit can move in a turn, and which tiles it could hit. it will temporarily color the tiles yellow and red respectively. it will happen instantly upon hovering over the unit and it will not take half a second to load like the current character information tooltip
3. mod that shows, when you press a key, the current turn order of all units. it will show up as a number above the unit's head, and it will be color coded so as to be readable at a glace.

there will be no other mods
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>>576914
i refuse
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>>576914
Actually you should use mods that speed up combat and the map
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> With this mod, you won't be able to enter a raided village until it's been rebuilt, and the icon changes accordingly.
you should use this mod
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>>576924
this is a very serious matter, perhaps you can reconsider your stance in light of this important image, which you are invited to save on your computer
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>>576933
hmm yes i see
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>>576929
using such mods would grant you an unfair advantage compared to the player who refrained from farming some enemies because it would have been too tedious under regular speed. i'm afraid it would be cheating, i reluctantly gave up using such mods on that basis.
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>>576937
very good, anyone who can appreciate esoteric hexagonisms is a friend of mine. now do you understand the importance of hex grid visibility, too many tactics are obscured because of it. the playerbase must be informed, they are always moving across multiple axies at once. the players surely sense it, that this hex grid is not normal. they try to move up or down, left or right, but something's not right, it feels funny. but without awareness, they will never master the hex grid. their movements are clumsy, and untactical. they simply move away from thing or toward another thing. this is vulgar movement, in a hex grid, you can't just move across one axis without considering how it also changes your position along another axis. such beastly motions, yet this is how they play battle brothers. something must be done
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>>576967
Indeed; something must be done.
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>>576990
i'm torn on this semicolon. it isn't illegal, and it does please the ear, but it feels slightly immodest, it stands out too much in such a short, casual sentence. semicolons must be properly infrequent, so as to dilute some of their potency, and allow the reader to rest — the em dash has a similar nature
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>>576873
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>>576635
after repeated attempts and finally getting off the ground ive remembered. this origin is anti fun garbage
you are discouraged from going into the wild and campbusting because if you fight non humans and lose a dude it feels like a kick in the face every time because indebted aren't easily replaced. to make something expendable it needs to be easy to get, and you need to fight humans to get expendable indebted.
not good expendable indebted, for those you just blow time chasing barbarians all day, and lower leveled slaves are so easy to kill unless you put them in full armor. also your backline slavemasters need to be whipping constantly to make these shitters who cap at level 7 even marginally worth it
what awful design, same tier as davkul cultists. grindy shit for melonheads who like to play for +500 days. even so there is no way in hell a day 200 manhunter company would beat a even half decent day 80 pm
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>>576914
Try this
https://www.nexusmods.com/battlebrothers/mods/361
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I have been playing this game on and off ever since last year and I never had a successful run
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>>576873
Am I supposed to recruit blindly? Sorry but I am not into gay stuff
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>>577137
but pm can crush even before level 7 and lowborn backgrounds are basically indebted

>>577154
what is this
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What's a good price to sell shit at? Like the spare armor/weapons I never really pay attention to how much I could get for them but I do notice different places buy it for different amounts
Is there a certain % of the actual worth you guys look for as a minimum?
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>>575798
How tf do you get good at this game?
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>>577434
simply flip the coin really well
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>>577434
Transcend "luck"
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I kept on savescumming
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This game needs more DLC, a DLC to flesh out the middle faction, I want the italian or byzantine.
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>>577693
It's no sin, pepe.
>>577396
Keep a shield around, but if generally 150% of prices are gtg.
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>>577396
you can have a piece of gear with base value of 100 (like a full durability normal round shield or a adarga) to determine at what cost they are buying your loot
taking veteran economic difficulty without modifiers from origin
15 and bellow is bad
16-18 is average
19 and above is good
you'll make a lot more money if you repair higher tier weapons before sale, for example don't repair shortswords or shamshirs, but do repair falchions, arming swords, scimitars, etc. you're probably lugging around thousands of crowns around in looted gear and don't even realize it


>>577434
>>577156
learn the earlygame
think during fights
run away/cancel contract when shit looks bad
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>>577168
>but pm can crush even before level 7
what do you mean by that
>lowborn backgrounds are basically indebted
no, to replenish lowborn you go to a town and hire, to replenish indebted you grind. with pm you are in full control of how fast you reach 16 fieldable bros
each pm man is also going to be self sufficient by level 11 in the sense that he will not demand another brother's action points and fatigue to be able to contribute to the battle plan. manhunters don't field 16 men in reality, they field an x number of indebted and y number of babysitters who will be spending most of their time whipping. and if you dont whip, then the indebted are flat out inferior in both stats and perks because they are missing out on 4 additional levels
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>>577623
I really really like this image
Mind if I save it?
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>me installing the 'Support the Developers' extra DLCs on my pirated copy
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>>577798
i mean everyone starts out low level and everyone uses lowborn backgrounds so that can't be a problem for manhunters which you said are difficult in the early parts of the game. it sounds like you're frequently losing indebted in battle and that's not good you should try to avoid it
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Just came by to say that Battle Brothers is a shitty RNG hell arcade game and not worth playing
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>>578086
ok cr*wnling
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My first ironman run just got ended by a Chanpion Barbarian king one shotting my hedge knight, and i was doing so well in the noble war too.
Should have given him steel brow.
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>>577829
Yes
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>>577434
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>>578118
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>>578119
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>>578121
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How do know a location is legendary? And how do you find them?
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>>578224
They look different and something happens when you visit them. Just run around exploring.
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>>578224
legendary locations are not randomly generated, they're the same every time
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opinions on fearsome and/or overwhelm gunners
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>>577764
that's useful info, thanks friend
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>>577764
>shamshirs
meant saifs (1 handed ones)
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>>578281
>fearsome gunner
im not too hot on it
>overwhelm gunner
fuck yeah
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Why are there too few mods for this game? And most of these few are hotgarbage
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>>578309
legends sucked up all the talent into a bloated bomb
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what about that true balance mod is it any good
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>>578418
its made by russians which means that itll either be really good or really bad
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how often do you guys restart till you get a decent world gen? not sure how picky I should be
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>>575798
I like the behead ability. Always use it to finish off enemies. Simple as.
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>>578472
0
i don't even look at the map i just go fight bravely
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>>578472
Just play the map until you get bored with it and then start another game.
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>>576941
There's a distinct mod just for combat. It just makes the movement and attack animations faster so instead of large battles taking a half-hour per round, the round can end in a couple minutes.
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>>578509
i know that's the faster mod i've used to enjoy using it before realizing i had to give it up. it's like eating meat you shouldn't think too much about it or else you might meme yourself
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>>578515
faster is old hat
quicker is the real deal since its bugless
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>>578525
goodness
which one is faster faster or quicker
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>>578530
I don't know anything about fasting but I heard you shouldn't go past 3-4 days regularly
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>>578530
quicker
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>>578530
quicker i think
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>>578535
I am going to kill myself and you are responsible
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anon is about to get their first kill!
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>>576873
when the anon is sus...
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>>578472
depends on my starter bros, i absolutely refuse to have dastards or insecure guys no matter what
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>>578572
That isn't tied to seed is it?
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Explain to me how early location raiding works, Every location seems utterly impossible until I have six or so level 7s to frontline
>>
>he doesn't know
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>>578576
I lack critical information
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>>578575
Well they don't scale against your bros so you kind of need a somewhat competent company
or you can drag enemies in and snipe some kills
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>>578581
you don't need six level 7 bros just to defeat a few necrosavants and many ancient auxilaries, just recruit 12 bros and equip them with thug gear, a few nets for the vampires and maybe two flails to help against the skeletons, you can do that by day 2
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>>578573
Recruits, no.
Starting troops, yes. Thats why that seed farm site lets you pick specifics for the lone wolf

>>578575
A quality over quantity approach doesnt really work for early campbusting since they scale much more by day rather than your power level. This is one of the reasons why PM is so strong, they start with 12 brothers, quite a few of whom are likely to be shitty, but its still 12 brothers. That allows them to fight like crazy since day 1.
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>>578575
i support what >>578589 said about quantity over quality. it's all about having enough brothers so your party size starts catching up to the camp, and in particular it's about exploiting the points where camps transition from having lots of low quality enemies to having fewer but higher quality enemies. your only advantage is that early camps have low numbers. so if you're fighting like 10 enemies to begin with, then further dividing and conquering the enemy using methods that don't rely on stats to work like nets, impassable terrain, and whatever stupidity you can coax the ai to commit by means of ritual hexagonal hopscotch, you can reach a point where you're outnumbering whatever enemy engages your zone of control, so you can compensate for low hit rates with surround bonuses and sheer numbers of attackers, and compensate for low or nonexistent defenses with stun, stagger, and knockback. distance from settlement also matters, there's some formula on how to measure it but i don't remember it. if a camp is unscouted the icon for the camp can at least tell you which faction the enemy belongs to. if you wait long enough near an unscouted camp, eventually you will be able to scout it, and i may be wrong but i think being on top of a mountain helps. you can tell the terrain type inside the camp based on where the camp is located in the map. this means that some camps are in forests, where anything is possible. goblin camps are easier at night, and getting your hands on a spiked impaler earlier than you have any right to is very exciting. there are also ways of getting helpers to assist you, which some view as cheese but i think tricking an unrelated third party to take care of your contractual obligations is exactly the sort of thing a questionable mercenary company would do, speaking of which kills in camps count for that noble house patrol contract.
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does the "one turn" in overwhelm mean next turn or only the current turn?
Is it worthless for low initiative brothers
>>
>>578796
debuffs tick at the end of the turn and buffs tick at the start of the turn. so, it's the start of your turn, you buff yourself, you now have a buff which will last until you start your next turn. for example you shieldwall, end turn, you still have the shieldwall. but if someone debuffs you, it's not your turn when you get the debuff. so then when your turn arrives, you still have it, otherwise you wouldn't be enjoying the debuff. then when your turn ends, it ticks.
yes overwhelm is worthless for low initiative brothers but only because it's overwhelm. low initiative bros can stun just fine
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>>575798
doesn't really seem worth it compared to the head choppa
two handed scimitar has a slight edge in damage and fatigue but you can't use duelist with it
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>he doesn't know that you can grab weapons off the ground to prevent wiedergangers from wielding them once they're slain
Anon pls
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>>579053
I haven't seen a re-raised wiederganger rearm itself
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>>579053
>he doesn't know that you can stand on corpses to prevent the necromancer from rezzing them once they're slain
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>>579059
Really? That happens to me almost every time.

>>579060
>he doesn't give everyone a cleaver or scramasax and go straight for the necromancer
Sometimes all I have early game are bludgeons though. Wooden clubs are underrated as fuck for day 1-10.
>>
wooden clubs are shit, but they're full of hopes and dreams of maybe stunning someone, robbing them of a turn forever
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>>579064
that's beautiful man
>>
>>579064
>>579065
No joke, when I'm fighting thugs I target the wooden club wielders before the sword and spear thugs. I've seen too many good men stunlocked because "oh it's not that much damage" to risk it any more than absolutely necessary. I don't care that he has no training. I don't care that he's wearing tattered sackcloth. I don't care that he's sprinting into a shieldwall of hardened mercenaries in full chain with a hundred battles behind them. That inbred mongoloid with a stick and a shiteating grin is the most dangerous motherfucker on the field.
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do you ever just raid that caravan
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>>579092
never tried, can you even?
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>>579111
anon please. a mercenary company can do anything
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>>579033
Named 2h cleavers can outperform head choppers though. They also cost less fatigue and don't require duelist. You can take reach advantage instead for higher survivability.
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>>579139
don't bring up named weapons in a discussion dumbass
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>>579033
its not a slight edge in fatigue, its pretty major since choppas both have heavy equip fatigue and use fatigue, with cleavers you want to mash decapitate as much as possible
not being able to use duelist also means you don't have to get duelist for the weapon to be effective so that perk can go elsewhere, or people who don't have a reason to have it can still make good use of the weapon. for example polearm bros who you give cleaver spec and who got some little mdef can put a 2h cleaver in their second bag slot and charge into the frontline to help by spamming decapitate if the situation demands it
>>
>>579092
whats the point, not like the loot from 4 caravan hands is gonna pay more than the contract. nor will it contribute to improve relations ambition
>>
>>579164
it might be valid for 2hcleaver vs ork cleaver because you have one guaranteed named one that's fairly easy to get
then again named ork cleavers arent too difficult to find either post bounty hunter
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>>579189
i knew you were going to bring up the ice cave and i let it happen hoping you wouldn't stoop that low
you even bring up bounty hunter, you know what i'm not going to even bother. if you want to bring up named weapons in a weapon discussion go for it just know that i'm silently disapproving
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>>576707
>goodolddownloads
F
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how do i fix the ui scale
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>>579059
because most of the time they are raised within your zone of control and thus are prone to getting bursted down right after
the lowest tier of weiderganger can be seen grabbing shit from the ground most often after waiting in the back for the frontal ones to die
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>>579312
i think there's a slider for it in options
also that looks like a very shitty situation
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>>579316
thank you anon, i am aware of this slider. it just so happened that a few minutes ago i wanted to see what happens when i raise it to 200%. as a result i am stuck unable to change any option in the options menu because i am unable to see the 'apply' or 'confirm' buttons which are at the bottom part of the screen and not visible because the user interface is far too large unreasonably large and i, user, am unable to see it. see attached picture.

i hope there's a config file i can manually edit to restore ui scale to normal values, i didn't find one in the game data folder, and i suspect steam is keeping it hostage.

the battle situation is bad but look how nice the terrain looks. you could fight 100 times on this map and still learn something new about it. but it was randomly generated and will be gone forever appreciated by nobody. that's the real tragedy if you ask me. i was going to take a screenshot and wanted to hide the ui but it didn't work out.
>>
Is this game worth a pirate? Seen quite a bit of threads about it.
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>>579416
it's a very turn based game
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>>579416
Yeah bro, go try it
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>>579416
yes
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this piece of shit ghost just screams at my bro just ignores tree, ignores bush, no line of sight not even sight whatsoever yet it somehow knows. let the record show that ghosts ignore vision don't even try using plants
>>
>>579111
No. If you're on a mission, you're not allowed to attack non-hostile parties.
>>
>>579466
Of course. It's sound. So look for a guy with high resolve and 2-3 stars in resolve and start building a bannerman with rally.
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>>579416
Yes. And if you can get it on sale, it's worth the price. Just install the quicker mod if combat starts to take too long for you.
>>
>>579562
what sound? geists literally don't open their mouth if there's nobody there to hear them. tell me who are they singing for? nobody is in range, according to information known to ghost there should be no screaming. i don't need banners i need this game to behave regularly.

just look at it. everyone is in a bush. here i am being clever using bush invisibility for the first time in my life thinking i'll bushwack this geist only to be treated like a fool by some all knowing spirit. there's just nobody in range 3 they ghost should remain silent shouldn't it?
>>
>>579416
>Worth a pirate
Yesh
>Worth your money
Absolutely not
>>
How do i get really good at this game?
I can deal with brigands, noble soldiers and orcs, but legendary locations are literally impossible.
>>
>>579178
with cleaver mastery the use fatigue is a difference of 1
and surely you don't want to be mashing decapitate unless you know it'll finish them off
Even without duelist choppas are comparable, but with duelist they're much much better against armored opponents which cleavers struggle with
Get through to deal direct hp damage and then decapitating is what you want to do. I think if you have decent fatigue on a brother it's better going choppa duelist
>>
>>579597
>nobody is in range, according to information known to ghost there should be no screaming.
They scream. Yes. Their ability is literally called "Horrific Scream"
>i don't need banners i need this game to behave regularly.
You do need a banner. The game is behaving properly. Do not neglect resolve. A bannerman, with high resolve, say 120+ with fortified mind will give your guys a resolve bonus equal to 10% of the bannerman's resolve.
>here i am being clever using bush invisibility for the first time in my life thinking i'll bushwack this geist only to be treated like a fool by some all knowing spirit. there's just nobody in range 3 they ghost should remain silent shouldn't it?
The AI plays by a different set of rules BTW. They know which bushes you're in in general. They just can't target you. Also, consider that you can see where enemies go into bushes, so if you had such an ability, you can use it knowing which bushes the enemies are in. Complain about it on the steam forum. See how far you get with it.
>>
>>579643
>with cleaver mastery the use fatigue is a difference of 1
With cleaver, it's 12 fatigue for basic attack. 12- 12(0.25)=9 fatigue. Big difference. Especially if you have a character with something like Iron Lungs it's a guaranteed 2 attacks. However, if not, you will always be able to move twice given pathfinder on non-dirty water. With decapitate, you're guaranteed 1 decapitate per turns since it's 20 - 20(0.25) =15 fatigue per decapitate. That's great against zombies.
>Even without duelist choppas are comparable, but with duelist they're much much better against armored opponents which cleavers struggle with
You get get the cleavers like crypt cleavers or kopeshes that do more armor damage. That can be useful, but not as good as Axe or Hammer. You probably shouldn't be running more than one or two cleaver guys.
>Get through to deal direct hp damage and then decapitating is what you want to do. I think if you have decent fatigue on a brother it's better going choppa duelist
The main point of the cleaver build is that you can quick hands into a whip for disarm when needed and you have the cleaver for damage so that you only need one perk to optimize fatigue use whereas, you'd need two perks if you were going to whip+polearm. Whip disarm cost is reduced to 30-30 (0.25) = 23 fatigue. It's also great if you do the typical attacking bannerman who quick hands into the whip when needed. Less Fatigue = More disarms too. The hit chance penalty reduction from -20% to -10% with disarm also makes it worth it.
>>
Warbrand or Longsword before you get a greatsword?
>>
>>579704
Depends on the build, what you can afford, and what enemies you're against. Also, do you expect to attack shields a lot? Warbrand has the AOE, but lets you do normal attacks more often. Longsword has a little bit more damage and is better against armor.
>>
>>579454
>>579463
>>579465
>>579563
>>579632
So Downloaded as per recommendation man getting my ass whopped hard but it's fun. I probably should switch to beginner rather than veteran but i'll persevere.
>>
>>579738
Start on Expert. Watch some guide videos on youtube. Just don't start on iron man. Feel free to reload fights to learn how to fight everything during your first time. You'll thank me later when you decide to go Iron Mode and don't have to compensate for the change in difficulty.
>>
>>579659
>They just can't target you.
Oh yes they fucking can. I just had a bro pulled out of bushes by serpents when they didn't have vision on him.
>>
>>579743
So that means expert fights economics and low funds I take it?
>>
>>579659
what sound?
you were on this lame sound based line of reasoning and i don't understand what you were on about. how do sound or sound-like properties of geists help explain the situation where a geist is screaming in a situation where he should not have any reason to scream given the information he should be aware of, given that line of sight, vision range, and bush invisbility, are game mechanics that are supposed to exist?

the ability is called horrific scream? was this what you meant when you said "of course it's sound". of course what? is my experience with geists a matter of course, given that the spooky ability is sound based? how does sound help explain what happened?

i have a guess about what you were saying. please listen to the guess.

i think you were under the impression that i believed that my bro got spooked because he was specially targeted by that geist, and you were looking to educate me about the area of effect nature of the ghostly attack, you were saying 'of course' your bro got hit, he was collateral damage, because 'it's sound' and sound attacks are surely indiscriminate.
however you realized halfway during our exchange that 'sound' doesn't account for what happened to my bro because that geist wasn't in a position to be screaming at anyone, and geists do not have the habit of randomly screaming in case invisible enemies are nearby because geists aren't paranoid like that.

so you stopped halfway and attempted to bury your dark history by attempting to distract me with generic bannerman advice while at the same time pretending you knew about this behavior all along

but you didn't think i would ignore it and focus on the part you didn't want me to focus on
in fact i have no reason to focus on the question of sound however i sensed you didn't want me to do it so i wanted to do a thing you didn't like because i am still upset at ghosts and you shouldn't have defended them
>>
>>579753
You can do that too. But that's only if you really want to deal with the economic system. If you're just in this for combat, you can put those at the easier settings.
>>
>>579759
Holy shit. That autism. The Geists can scream. It's one of their abilities.
>>
>>579753
Nah don't listen to that guy
Go beginner economy and veteran combat with high starting funds to ease into the game. You can start doing expert when you've got a feel for it
>>
>>579763
i am aware of this ability. my posts betrayed an implicit understanding of this ability that geists have. why do you feel the need to tell me old information? i am confused please help me understand why you are talking about sound, are you trying to get me to memorize the various names of all the skills in the game? is it a lot of fun to bully me
>>
>>579753
Hell no
>>
>>579466
It's actually kind of interesting, the game keeps a list of known opponents for each unit and pulls out of that for some skills. This list is regularly culled when units die and such, and when it's compiled hidden units aren't added. However, once they're known, they stay in the list. Now there's a 'TTL' value that does nothing, but probably stands for turns to lose, ie how many turns the unit is going to pursue the old position/know where the enemy is. I wonder why they didn't actually use that
>>
>>579753
>>579738
Play at whatever difficulty is fun for you, its a single player game who cares if someone is doing "better" than you at a harder difficulty.
>>
>>579811
And the answer is probably cheese potential
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>>579811
amazing. i underestimated the game
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window shopping can be painful
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Has anyone ever gotten a named fencing sword
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>>579859
this nigga buying shit bricks
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>>579760
Yeah I went for expert combat and vet economy - still shit at the game but getting butter and the economy at least makes it more fun rather than expert where I was just a poorfag eternally.
>>
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>>579876
I found it alongside a named heater shield after letting a slave revolt go free in exchange for the location
I'm new to the game but it doesn't seem great
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>>579877
but they were on sale
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>>579879
any named weapon that rolls damage is at least decent
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How do I fix this?
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>>579953
There's another unique location that is now visible up in the frozen north
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>>579963
Oh thanks
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>>579953
You gotta beat gigga nigga who flies faster than sheev at you.
>>
when's the next dlc bros
>>
>>579985
Let them fix their shitty game first
>>
File deleted.
>>579641
in my opinion one of the most important things to learn is how to rotate around the enemy army in order to get one enemy to be one tile closer to you than the rest of their army, then having that one enemy engage you, and quickly killing him before the rest of the enemy army can catch up.

i gave a short guide in this >>578118
sequence of posts but it didn't seem to interest anyone so i didn't elaborate. here's a rough description of what happens:
in round 1 i wait, the enemy then moves closer, according to the default formation my army is in at the start of the battle. after the enemy moves in, i rotate in one direction. when i end the round, my army looks like in the second picture.
in round 2 the enemy will move nearer according to the shape my formation is in at the end of round 1. because the enemy wants their battle lines to be parallel to my own, it ends up taking the shape that it has in the third picture.
but then after the enemy changed their formation, i rotate my formation again so it returns to the shape it had at the start, plus or minus whatever changes you need to make based on circumstances. so at the end of round 2 when i'm done moving, the situation looks like the third picture.
look how there is one conscript that's closer to my army than every other unit on the enemy side. there are two tiles away from it and my front line, and it's using a 4ap weapon, so it will want to move in and attack twice. it will behave aggressively because the enemy has a stronger army overall than my own. the other enemy units will not be able to move two tiles and attack, so they will either spend all their movement points to lock me in zone of control, or they will behave more conservatively. because my army is not too weak for them to just ignore all my burst damage, they behave more conservatively. it also helps that this scenario gave me a 40 melee defense shield tank that the ai find repellent.
so conscript overcommits i kill him and keep kiting.
>>
>>579986
that's never going to happen
just keep pumping out pathetic amounts of content every year
>>
>>579988
>and it's using a 4ap weapon, so it will want to move in and attack twice.
should be: it will want to move two tiles and attack once
>>
>>579991
At least give proper modding tools to the community to fix your shits
>>
>>579999
dumb fuck its not that simple
>>
>>580002
sure it is
>>
>>579999
It isn't very hard to make mods for this game nowadays
>>
>>579986
what would you fix
think carefully before you respond
>>
reminder>>576914
>>
>>580073
'no!'
>>
>>580069
add prostitute retinue follower
>>
Is content still being added to the game?
>>
>>580002
Then stop selling an unfinished barebone mess
>>
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Do villages get wiped out during late game events or my save is fucked?
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>>580229
If you have the option enabled then they stay dead. Else they come back eventually. I think they disappear from the map entirely if you have it on and don't stay as ruins so I think you're fine
>>
>>580241
Oh thank god
Thanks anon
>>
>>580229
just their little side buildings and they get rebuilt unless you turned on permanent destruction
which you shouldn't
>>
3 time im written this shit between power going off and my browser crashing so ill be short, in my 2 hours of playing im not really liking it, feels like a bad Heroes game more oriented towards the RPG genre than the strategy one
The steam page says its inspired on the "Original Xcom" but it feels too much like the newer ones, with skirmishing being not very viable as you either move or attack, if you can do both you do almost no damage (if you even hit), its too dependant on RNG, missiles hit 1 of 10 times. I felt that keeping the defensive was always better, just wait until the enemy is close and then whack em for free (which may take 1 to 4 turns with how much they miss). Offensive seemed too slow and not as rewarding, if you even get to hit them in the same turn not leaving your men exposed. I tried pushing the tanks foward while the guys with more damage are behind, the guys with 2 handed never get a hit (even worse as they only get 1 attack per turn), and the enemy rushes to focus them, so i end killing everyone with the ones that have weapon + shield because they can attack more times in the same turn and dont seem to have the same horrible chance to hit, the campaing map felt like a mount and blade clone with fewer possibilities. Also the amount of troops you can deploy its a bit dissapointing.
>>
>>580247
What difficulty are you playing on?
>>
>>580262
Default, i think the easiest option in every setting. Does it change that much? im expecting that difficulty it would only make it easier for the useless guys to die and leave the rest feeling more grindier
>>
>>580247
>so i end killing everyone with the ones that have weapon + shield because they can attack more times in the same turn
that's how it is early on
You want pretty much everyone to use spears+shield until they get above 60 melee skill because they give a bonus chance to hit
Hitting things is a pain in the ass early but if you have a company of like 8 brothers then early contracts aren't that bad
Later in the game your two handed guys will be killing multiple enemies a turn or at least dishing out big damage
>>
How’s the enemy variety in this game?
>>
>>580283
It's about five different types of goblins, three different kinds of orcs, five or six different kinds of undead, a variety of human enemies, and a variety of wildlife. That being said, the most enjoyable encounters are the human encounters.
>>
As PM once you have money should you be recruiting everything looking for good roll+talent bros? Or at least recruiting all militia/deserters?
>>
>>579316
>tfw will never be a noseless farmer with a spear he doesn't know how to use holding the line against the rabid dead with a pack of rat bastards he's known for four days
Why live?
>>
>>579753
I've honest to fuck never played anything below Expert/Expert/Low funds Ironman difficulty.
>>
>>580247
both movement and attacking compete for the same 9 action points and going on the offensive comes with a downside and the same is true for defense if you're positioned on a nice high ground tile you're also stuck there if you want to make use of it and enemies can now ignore some of your threat because they know your zone is smaller. that's just how the game is balanced you can't divide it into offensive vs defensive school of thought, you're always trying to get an advantage in tempo whether by having enemies spend action points on movenet to approach you, or by overwhelming a slower enemy killing them off and preventing them from retaliating. like in any turn based game going first gets you a tempo advantage over going second and this is usually balanced by giving the second player some advantage like in card games they tend to get 1 extra card draw at the start. you only think combat is immobile because you're treating it like positioning doesn't matter and there's no price to pay for mistakes.
>>
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>>579760
this is the most retarded post i've read in my entire life
the 'economic system' is there to force you to play good. if you don't have money to replace expensive backgrounds you just don't lose bros. if you don't have money to buy tools and meds just don't get hit. if you're starving to death on expert, it's not because you're bad at dealing with some terribly sophisticated economic system it's because you're bad at combat. the overworld is just a loading screen for randomly generated combat situations lets not kid ourselves
>>
>>580418
lmao whens battle brother nationals?
its a singleplayer game you aspie
>>
>>580418
I like expert economic difficulty because it feels more realistic.

>>580424
>just play beginner mode bro
>game's not hard, expert is just bullshit
>>
>>580424
there aren't any nationals only increasingly difficult community challenges but that's got nothing to do with what i wrote. i'm not saying anyone should be playing on any particular settings just don't mix up what the settings actually do.
>>
>>580436
>>580435
>just do three times as many contracts for a piece of armor
riveting game play
>>
>>580418
>the 'economic system' is there to force you to play good
It's not. In general it doesn't force you to play good. All setting it to expert and low funds instead of any other choices does is make the game more difficult in the beginning. A difficulty that starts to disappear as you get stronger guys since you can just clear out a few late game bandit spawns to get their higher quality weapons and any bandit leader gear to sell for shekels with virtually no risk. By time you get to what are supposed to be the more difficult fights, you would have pretty much eliminated this portion of the difficulty.
>expensive backgrounds
Mostly wastes of money. You're better off sticking to the cheap backgrounds because you're likely to buy what turns out to be an expensive turd. Spending 5-10k on a hedge knight to find out it has its talents in all the wrong places (they usually do) is just a waste. No one wants a hedge knight that that can only get 80 or so matk and even worse mdef, yet that's what you get.
>don't have money
It's really easy to make sure you have money in this game and everything you need.
>bad at combat
It's really hard to be bad at combat. Combat in this game first and foremost tests whether or not you outfitted your characters with appropriate gear and figured out a viable build, then figured out the particular gimmick that wins whatever fight you're in.
>>
>>580440
>had two suits of basic maille and three suits of lamellar at day 30 before I was ambushed by orcs
It sounds like you just need to get good.
>>
>>580442
everything you've said is based on the premise that you're content with safely farming brigands to progress through the gear and levels treadmill.
if you're not pushing yourself to snowball as fast as possible as early as possible by taking on fights at the edge of your ability you're playing the game incorrectly. battle brothers is a puzzle game you should be picking fights that require effort to win otherwise why are you even playing this sandbox game for hundreds of hours. if you've beaten the campaign once congratulations you can uninstall the game and move on with your life.
>>
>>580442
> Spending 5-10k on a hedge knight to find out it has its talents in all the wrong places (they usually do) is just a waste.
even a terrible HK is going to be a well above average bro

>It's really easy to make sure you have money in this game and everything you need.
>It's really hard to be bad at combat.
shit anon you must be the champ of BB
>>
>>580418
This anon got it right
The game is clearly balanced not just around the combat but also the campaign level
If you play on the hardest difficulties all around there's a way lower margin of error for fuckups
ofc this doesn't matter anymore 130 days in but the game's not balanced for that either, the first few weeks are the crucial ones
>>
Newbie here, when would you guys recommend leaving the initial party and going for other starts? I really want to try the hedge knight but i'm already getting my ass whopped.
>>
>>580570
The less restrictive ones are more flavor than anything. If they don't effect prices or recruitment options go nuts.
>>
>>580418
>that image
What the fuck
>>
>>580366
More or less
Always check out the manhunters, thieves, brawlers, farmhands, milita. Deserters only if you are really rich since most of the time they are a disaster
>>
How are the not!germans still around when to the north they have hostile genetically superior barbarian ubermensch and to the south arabs with mortars, guns and grenades?
>>
>>581112
>3 citystates
>maybe a dozen shills furhuts
>25+ settlements ranging from villages to prospering towns
They breed a lot
>>
>>580418
Explain how the two billmen got that many kills and why the hell does the first row Eduard who only bagged two gain nearly as much xp
>>
>>581179
Must be rezzed zombies
>>
Why are orc weapons so valuble when they are crudely made junk?
>>
>>581230
they're very big so you get a lot of steel when you melt them back down
>>
>>581122
I always thought of it as there being more barbarian lands to the north, just not settled by the northern (southern) kingdoms.
>>
>>581258
How do you melt a tree branch into steel?
>>
For me, it's the mansplitter. give it to a hedgie/barbarians with lots of fatigue and watch them one shot everything short of an ancient honor guard.
>>
>>581321
Magic
>>
>>581321
the tree branch only has 150 value, take your meds
>>
>>581268
This is true, you can tell from the northern raiders origin text and through that Barbarian king contract fork. and that one event when one guy joins you on the campfire retelling a semi recent struggle they had against a huge army of ancient dead
>>
>>581179
that image was from that scenario where you fight zombies in the swamp it's not really that impressive i just knew anon was too dumb to call me out on it so i used it for dramatic effect
>>
>unexplored world
>all settlements but 1 broken and unenterable
>every weekish one repairs
>start next to big town with armorsmith, weaponsmith, temple, ??? maybe fletcher
>start with ~lv5 dudes and a bunch of good food so you dont starve 3 days in
it's going to be fun
>>
>>581836
sounds pretty cool
could it be done?
>>
>>581843
It will be done
>>
>>581844
subarashi
>>
>>581321
You never heard of ironwood?
>>
ironwood isn't real
>>
Bros...
My orc cleaver dude with insane fatigue and iron lungs just died to fucking snakes
How do i cope with this loss?
>>
>>581999
Choke your own snake.
>>
Snakes are fucking AIDS
>>
do you have shield tanks with underdog and indom
>>
>>582133
No I run nimble and footwork to make sure they properly bait enemies away from my bros
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>>582136
i also run nimble and footwork but also underdog and indom on my shield tanks
too many things needed
>>
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this is the build i like using
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>>582155
wait a second that should be nimble not battleforged disregard that
>>
where can i find hedge knights to recruit more reliably?
>>
shit noob here, am I supposed to only fight brigand thugs for the first 20 odd days ? Because the moment I fight anything harder I get my shit pushed in.
>>
>>582275
it's definitely possible to start fighting harder enemies right away
>>
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Is there anything I can do with this goose? You know, beside selling it, or keeping it for that 30 C/Day
>>
>>582293
it is a golden goose anon it literally shits gold and you're still expecting more out of it
unbelievable greed
>>
>>582297
I am a simple man, anon, I get golden goose that shit gold I ask for more.
>>
>>582256
Settlements with barracks
>>582275
No, not at all. Even within your first week you can take on a group of Brigands with a raider or two which is how most of us attain better gear
>>
>>581321
>what is collector's value
>>
Who else here loves fighting Webknechts? They're honestly my favourite type of fight. I've never lost a battle to Webknechts, no matter how many there were or how poorly equipped my men are, and every last was a monumental blast.
>>
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something i've been wondering about for a while, ai doesn't coordinate what each of its units do, doesn't it? i think every enemy has its own thought process and they're not controlled by a mastermind like i control my bros, that's the only way i can explain why sometimes they seem to get in each others way especially in terms of pathing and body blocking each other's tiles. i suspect that's why the devs gave everyone the rotate skill. anyway look at that flail and shield raider hiding behind his 2h mace friend, why are they so silly
>>
how do southern city states compare against cities and citadels in terms of buy/sell prices? and do military attachments (like barracks or watch tower) count for purposes of increasing prices?
>>
>>582155
Are spears even good? I get a bit disappointed at the lack of damage.
>>
>>582489
It depends on the number of attachments a town has, so anything that's not a house
>>
>>581843
https://we
.tl/t-ieq5YceDuR
Settlements rebuild every 5 days
There's an event to find a random dude on the road, every few days, odds decreasing with days (might be too frequently atm)
>>
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>>582537
>>
>>582522
not sure if i'd call spears good in the sense of optimal but my playstyle makes use of tanks and damage dealers which in itself might not be optimal but it's the most fun for me, and after playing around with many styles of tank i came to prefer tanks that get to around 70~ melee skill at level 11 which lets me use spearwall and shield bash more reliably to keep enemies at bay and also do important things like help kill webknechts faster and not miss geists too much. the spear mastery and resilient perk points are the least stable parts of my build so sometimes i pick rotation, taunt, bags and belts, fortified mind, gifted, but i feel like spear mastery is worth it, especially after it got buffed i just imagine if i was an enemy in some alternate universe where i'm battle brothers ai i would be such a pain in the ass just jumping in and activating spearwall in the most unreasonable situations. using spears and shields like that is how i thought i should be playing the game when i just started it seems like the most classical way of playing, but then i learned about all the meta builds and people wouldn't even use shields just build 2h chads and maximize their dps, and it kind of made me stop wanting to play in that vanilla way. later on i started returning to that style and it feels really rewarding. if you're asking because you also want to play that way let me tell you it can be done, spearwall is great.
>>
>>582537
Also needs modding script hooks of course
>>
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>>582522
here look at this image i found. note the spearbro is denying four tiles all by himself, what's are the brigands going to do? either eat spearwall or waste action points trying to flank, but both are bad options. spearwall can fail but it's pure cancer it had better be prone to failure. just imagine you're using AP from your current turn to pay for attacks you will make next round, you get to start attacking the enemy before the battle even begins that's almost like reversing the turn order, the slower you are compared to your opponent, the faster you are in a sense because your spearwall will be active next round when the faster enemies get to have their turn, often this makes them wait so you'll be forced to activate it again instead of having spare action points to attack them with after they've breached the spearwall, but that's also useful as it can buy you time to pull back your army when you're trying to kite.
>>
>>582315
I used to hate them but after figuring out that the tedium basically disappears as soon as you make everyone double grip since shields are useless for webbed bros anyhow it became a lot more enjoyable.
>>
>>582537
How is named item/camp spawning chance calculated here? Because brigands, barbarians and nomads need to be somewhat close to civilization to be created i think
>>
>>582589
The settlements still exist as usual, you're just blocked from entering them (and no faction stuff will happen while they're disabled for flavour)
>>
>>582591
that's just too lonely
>>
>>582593
Imagine being a bandit, sitting in ambush for a caravan that will never come
>>
>>582594
at least they'll have each other
>>
now even brigand marksmen learned how to shoot at invisible bros outside of line of sight, i guess they also get access to the list of known enemies when selecting targets.

is was one thing if ghosts have the ability to see the unseen but if even archers don't care about vision it really suggests that this game mechanic doesn't apply to enemies at all. annoying asymmetry
>>
>>582697
Actually those do check if the target (or the targettile, rather) is visible to the user
Though that property is some backend stuff that I can't look into
>>
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>>575798
I am scrub at this game and I came abck to playing it after good half a year of break, this has gotten me so far through month and half of veteran, albeit at huge losses. R8 me.
For perks I usually go student/fast adaptation->quick hands/dodge->shields expert->whatever mastery
Two guys in the second row also have nomad longmace and hooked blade, some of the rest have alt weapons too.
>>
>>582714
Student is more a late game thing, you lose a lot of power early on
Going full shields loses you too much dmg, you should have more 2handed damagedealters. 1-3 tanks to draw aggro, the others behind to dish out dmg (potentially with quickhands range weapons, too)
>>
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>>582702
well whatever is happening what i'm seeing is this marksman shooting arrows at my crossbow bro behind a sight blocking tree. somehow i can see them as well, but i think that's only because the system is showing me the animation, after the round ends they pop out of my vision again. but their attack isn't shown in the combat log at all.
>>
>>582537
lol the southern city states have no destroyed sprite
>>
>>582721
I have an issue with dual wielding damage dealers like the ones you get in most starting warbands, they tend to miss too much and are too endangered in direct confrontation, they do vasstly better from behind the first line. What am I doing wrong with them?
>>
>>582745
Good stats and armor/nimble
>>
>>582745
they do suffer from being shieldless but they're good to use, pure defense won't get you anywhere. the starter 2h axe gave all of us a bad first impression i'm sure it's a mandatory part of the battle brothers experience but it gets better with other 2h weapons so don't give up on them. in particular 2h hammers and pole-arms are enjoyable to use
>>
Wish I could git gud at this game. The furthest I got was equipping my entire party with at least mail, but then the repair costs after a few battles completely emptied my wallet.
>>
>>582775
Being broke as shit is okay assuming you have a immediete plan to fill the purse back up.
>>
>>582537
Could you make it so all attached locations worldwide also start ruined? Its really strange to pass by a town and see all of them pristine
>>
>>582775
do easy contracts, avoid a full company early game, spend your money on gearing up your best brother/s with 200+ armor, give them good weapons after that, then do camps with still relatively low level/small sized party, until you find a good famed weapon, avoid the south
>>
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>>582775
don't worry man this is a hard game and especially if it's your first turn based tactics game there's so much to learn that nobody will tell you and if you don't manage to figure it out on your own you're just playing with an extra hidden difficulty setting.

consider for instance the differences between the formation at the top and the one at the bottom. you see how on the top formation your bros are aligned along the y axis of a nonexistent square grid that many players impose on the game. two neat columns, front and back. in this formation your 'frontline' bros are exposed to two enemies from the front, except for the two flanks which can be surrounded. a lot of players put 2h aoe weapons on the flanks to protect the sides. in fact this is the default formation and equipment loadout that the 'line battle' scenario puts you in, i haven't changed anything.

post is too long i broke it into 2
>>
>>583132
now i continue

there are some advantages to the top formation but also big disadvantages. what bothers me the most when i use it is this: what are you supposed to do with your bros' AP? attack twice, attack once and shieldwall, or just shieldwall to conserve fatigue? it's hard to tell, if you don't shieldwall on even one bro, then the two enemies adjacent to him will just choose to attack him instead of someone else, because they have two targets to select from. so if even one bro doesn't shieldwall, this means the bros on his top and his bottom will only gain half value out of their own respective shieldwall, because it will be useful only against 1/2 of the enemies they're engaged with. in a manner of speaking, weakening two shieldwalls by one half is like losing one shieldwall. so this formation spreads the risk around evenly between the frontliners, but creates some awkwardness about how to coordinate attack and defense. indomitable suffers the same

in the bottom formation the bros are no longer neatly aligned, instead arranged in a zig zag pattern distributed over 4 columns. the bros at the bottom of each column are all exposed to 3 enemies, and the ones on the inside are exposed to 1. so instead of 2 and 2, it's 3 and 1. this solves some of the problem of who is supposed to attack and who is supposed to defend. you put defense specialists at the spots exposed to 3 and attack specialists at the spots exposed to 1. your attacking bros enjoy more surround bonuses, and you no longer need them to be supermen with every single stat, you can survive with lower melee defense. it gets harder for 2h aoe weapons to use sweep aoe but line aoe actually gets easier to use and swordlances are also easier to use. bardiche and swordlance are the only good aoe weapons so this is acceptable. anyway there are other things going on with those formations and i don't mean for you to focus too much on the specific formation i just want to convey the principles behind it
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>>576873
>among us
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>>583149
i regret writing that shitpost i had no idea about that stupid game
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>>583053
>avoid a full company early game
why is that meme still alive
the party size scaling is so tiny, it can't compare to the extra utility you'd get from having an additional bro. you can literally use a level 1 beggar in rags and a 27% durability slingshot that costs more than his recruitment fee to lure away a raider or armored wiederganger, and keep them occupied for several rounds. if you can't get anything to chase your dirty beggar you can even shoot the slingshot at things with 20% hit rate and probably hit a few times during the course of a fight, even that pitiful contribution is giving you more combat power than the enemy received by virtue of you having one more beggar in your party. you can recruit 4 beggars with slingshots and just rain stones from high ground every round not even caring about missing, and accidentally kill things with no helmet. you can equip your beggars with bucklers and knives and shieldbash enemies just to force them to spend 2 ap on movement and now they can no longer attack twice, or walk near an enemy to trigger a morale check, or attack someone who has no armor left and maybe do 15-25 damage to hit points. stop this girl mentality like if you make yourself look pitiful the game might feel sorry for you and not rape you so hard. intentionally lowering your party size is a miserable, wretched, oppressed way of living. it's not healthy
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>>583132
>>583136
Very good posts
>>
good PM start? I keep getting my ass kicked.
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>>583356
by start are you looking for seed or strategy?
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Why is the retreat button so fucking useless, your bros always get in the way of eachother and get fucked for it unless you play deserters.
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>>583450
seed
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>find guy named "Jannold"
>hire him
>see he's fragile
Just like our average Janny except he gets more than 0 crowns per day. I guess the suffix -old instead -y implies that he's an evolved Janny.
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>>583593
Formerly
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>>583132
How did hammer guy start smiling in second pic? Why is bannerman different? Where is sword guy? Why don't the corresponding pictures match?
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>>583629
at first i took only the screenshots in combat but then i thought it looked too messy with all the orcs so i went and showed just the formation for extra clarity
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>>582155
>footwork
What's his mdef? With high enough mdef, you could just do a normal move to reposition. With a shield and shield spec, you probably won't get hit unless you're really unlucky. You can probably take gifted, brawny, steel brow, taunt, or rotate instead.
>weapon focus
If you have a dedicated tank, unless you're using a background like Hedge Knight or Gladiators where you can't really have a reserve, I can see why. However, in general you're better of getting a more useful feat for the build.
>Resilient
That's fine. However, it doesn't do much for you most of the time. With high mdef, you probably won't ever get hit by goblin poison or other poisons. For charm, unless you're using a shield tank that you have matk like in the HK/Gladiator starts where you might want all your characters to be able to hit, you really really shouldn't care whether it gets charmed because it's not going to hurt you with its attacks.
>>582156
Battleforged is a great perk for the build though.
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>>583450
strat would be cool too I guess
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>>583675
melee defense walking isn't reliable enough for escaping situations that you put the tank intentionally in order to draw aggro by being in 'danger', and that's mainly what i use it for.
i level up melee skill to about 70 at lv11 mainly for spearwall and shieldbash
nimble is desired because i need the fatigue to press all those fancy buttons, although the truth is i'm too lazy to go battleforged and nimble became a habit. i can understand not wanting to take resilient it's a quality of life perk more than anything but i don't think melee defense is going to help much against arrows. resilient helps neutralize hexen by sending the resilient bro forward and tanking the charms so they wouldn't target other bros. i don't think you really know what you're talking about
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>>583735
>melee defense walking isn't reliable enough for escaping situations that you put the tank intentionally in order to draw aggro by being in 'danger
You shouldn't be repositioning that often. You mostly do it in the few fights like orc camps. In fights in general, the amount of times you need to position in any fight while moving out of melee, mdef is reliable enough for the number of times you'll actually need to reposition.
>i level up melee skill to about 70 at lv11 mainly for spearwall and shieldbash
Spearwall and Shield bash is extremely niche late game. No point building for it. The enemies you can't kill with the high def bros. You just don't need to use shield bash at all. The fights where it works, you could have won anyways, and the fights where you'd want it, it doesn't work. That's kind of like stun. Same thing with spearwall. It's very niche, and there are usually other things that you can do that work better. Shield bash and spearwall are great early game when you'll be fighting mostly enemies that it works on you have lower quality character. Later when you have higher quality characters, weapon aoe or just attack will win you a fight where spearwall will cost a lot of stamina and not do very much. Only reason you need fatigue is if your character is falling short of optimal mdef and you need to spam shield wall a lot. If you have characters with good enough mdef like 45-55, you shouldn't need do to that alot. Your shields+mdef will be more than enough.
>nimble is desired because i need the fatigue to press all those fancy buttons, although the truth is i'm too lazy to go battleforged and nimble became a habit.
Nimble is better for specific builds. Battleforged is better in general unless you really can't afford the stamina. In the case of a tank, especially since you have pathfinder+recover (really just overkill), you should be able to get tanks in 200 armor and with 50-60 fatigue, you should be fine. Especially with recover.
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>>583735
>but i don't think melee defense is going to help much against arrows
It doesn't. I was just thinking m instead of r. Kite shields or high rdef uniques are usually sufficient against goblins. Battleforged with arrows means you don't really care about the times your tanks get hit. The damage goes into the armor. They target your lowest rdef characters anyways so you really shouldn't care about how these guys fare against goblins. They're not going to be targeted.
>resilient helps neutralize hexen by sending the resilient bro forward and tanking the charms so they wouldn't target other bros.
You don't really fight hexens enough to make the feat worth it. You only do it for very niche things which you can bypass mostly via alchemists. Besides that, they target your lowest resolve characters first and usually higher attack characters. In general you beat hexen by putting sticks in everyone's main hands until you can afford to take out whatever happens to be with the hexen. Resilient is extremely niche and it really doesn't do much for you. It really doesn't matter for tanks. Hexen and Goblins usually don't target them.
>i don't think you really know what you're talking about
I know more than you. I know that resilient is a waste of time. I know that Battleforged for dedicated tanks is better than nimble.
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>>583783
what does 'you shouldn't be repositioning that often' even mean? are you high on crack, what is the right amount of times to be repositioning? i'm pretty opinionated about this game but i don't have such abstract opinions about whether people should reposition more or less because movement of characters is such a context specific action that without knowing concretely about who is moving where and why it's impossible to judge whether or not there should've been more or less movement in that situation. i am bewildered. are you the same guy that told me i should get a bannerman
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>>577835
based pirateposter
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>>583783
>Spearwall and Shield bash is extremely niche late game
this man has never been to the arena
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>>583825
>what does 'you shouldn't be repositioning that often' even mean? are you high on crack, what is the right amount of times to be repositioning?
In most fights, you don't need to position. The fights you do need to position to control an area the fights like orc fights, undead fights, human fights, etc. where most enemies will not be able to hit your character unless they crit.
> i'm pretty opinionated about this game but i don't have such abstract opinions about whether people should reposition more or less because movement of characters is such a context specific action
When you need to move depends on the fight and what you're fighting. For example, against fights like Orcs, you should be moving your dedicated tanks to stop Orcs from flanking you. Against, zombies, they're there just to keep ai from flanking.
>that without knowing concretely about who is moving where
You can predict where the AI goes. They approach you, and when they get close enough they start to try to move to the sides to outflank you. That's how they always work. If they have more bow than you, then they tend to stand still and shoot so you have to either kill enough of their characters to make them come forward or go forward yourself, then maybe they come forward when you're close enough that they can move and attack.
>and why it's impossible to judge whether or not there should've been more or less movement in that situation.
You move tanks into places where they control as many spaces as possible and stop the AI from moving. That's what they're for. They have a lot of mdef and underdog to keep them from getting hit and for the few times they do get hit, they should have a lot of hp and armor. Maybe you use one or two them to rotate out a frontline dd who's in danger. They are there to control enemy attacks. That's it. Here's a useful guide on tanks for you
https://www.youtube.com/watch?v=bK0j36u-MqU
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>>583836
It's not really that useful there. What are you expecting to do? Crit against a 120 mdef swordmaster spawn in round 3 of a tourament? You're better off using good characters built to use better weapons than spears.
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>>583862
anon there's more to the ai than that and the way to find out the details of how the ai behaves is by seeing how it reacts to your own positioning in different situations. but you've clearly figured this game out so don't let some facts stop you from knowing everything ;^)
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>>583898
>anon there's more to the ai than that and the way to find out the details of how the ai behaves is by seeing how it reacts to your own positioning in different situations. but you've clearly figured this game out so don't let some facts stop you from knowing everything ;^)
Anon. How the AI works is that it prefers to go after your "weakest" characters, that is characters with the lowest mdef, rdef, resolve, etc. as it uses targeted abilities. If it can't do that, it goes after the closed target. What it tends to do is try to lock your characters into zone of control while their other characters try to get into your back to attack your archers or whatever low mdef characters are there. They also try to take the shortest paths possible while avoiding zoc. The degree to which it reacts to your moves is limited. You can predict their movements. You can also b8 them to move into certain squares and get runners and such to split attention, etc.
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>>583965
it's ok, you can stop now. i already know how bad you are
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i mean really who goes to a turn based tactics game and argues that positioning and ai manipulation (i.e tactics) kinda don't matter
this is absurd, you're pretending to be good at this game while undermining the concept of being good at this game
it boggles the mind
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I lost so many bros fighting nachs in the arena until i realized sending one man alone is far easier.
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>>584018
how did that help?
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>>584027
You don't get eaten if you send one guy.
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there's this thing when you're in the early game fighting armored wiedergangers, if you're in the swamp you can use repel or shield bash to knock them back one tile. they've got 6 ap, it costs them 3 ap to move, so they only have 3 ap remaining and can't attack.
so i've got all those pitchforks and shields basically on everybody and i realize this can be done and just dagger down everyone with armor, but it you barely make any progress because you've got no fatigue and half your bros don't have pathfinder and it's just miserable it takes 30 rounds but i got x3 110 armors and x2 140 helmets and it was like day 6 but it easily took me over an hour, it's so horrible and scummy and such a huge waste of time, i hope it gets patched somehow. i curse you with this knowledge
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>>582953
I'll do that
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>>582537
https://we
.tl/t-CdfVKMBOmz
Starting brothers now draw 0 wage
attachments including houses start out with ruined sprites
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>>576873
tryout users are sussy ngl
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>>583617
I feel compelled to always give my Jannolds title "the Janny"
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>>584433
The adv. noble will seethe about the lowborn being paid better than him. Here's progress by day 40
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>>584691
True
The starting brothers are too good anyways
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>>584691
thefuck

>>584696
Yeah but the strange socio-economic situation on the world map sorta balances it out
they need to be toned down a tad though. maybe change the hunter into a bowyer and the HK into something else? dunno
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Currently in my first crisis right now which is a noble war. It's quite surprising to see how my current playthrough progressed so quickly.
Day 103 and my bros are still wearing Brigand gear save for the warbrand and heavy crossbow that I had bought from the profit I made off from trading. Jumping on 15 days later, most of my bros are wearing good armor and 2 of them has a full helm thanks to the loot I have gotten during the battles with noble armies.
Is it harder on any of the other crises? I'm still a retard in this game and I wouldn't get to where I am now without savescumming a few times
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>>585620
noble war is generally seen as the desired crisis because the enemies drop 320 armors and helmets although the helmets look ridiculous but in terms of difficulty it's got unstable difficulty because on the one hand human enemies don't have any special status immunities or new game mechanics so they can feel like advanced brigands to fight against which is relatively within comfort zone, but on the other hand the contracts can be a pain in the ass where you need to fight multiple waves of enemies in a row without enough time to recover so there are hidden dangers if you feel peer pressure to keep fighting when you're not in a good condition.
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>duelist with BF
>hammer + cleaver mastery
>quickhands
its so kino bros. you can get chosen or orc warrior without shield down to <50% health with no bodyarmor in 1 turn.
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>>585661
why do you take the hammer mastery on a duelist are you not aware of its properties
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>>585701
maybe he wants to save fatigue
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>>585717
i'm trying to bully him
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>>584055
just give in to quicker already
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>>585728
fuck i forgot about quicker
i feel stupid now
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>>585731
i mean its a justified post since the mod is not something the developers integrated into the game to make it more fun to play
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>>583532
90% of the time the enemy just lets you go even if they could catch you
That 10% when they give chanse is a guarantee that one of your men will tard out unless you manually pull them to the finish line
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>>585739
you say that, but the real problem is that my alcoholic grandma can write down a list of rules which describe the optimal retreating strategy without knowing anything about pathing algorithms, and seeing the ai fuck it up just fills me with a sense of incredulity like i'm questioning the reality of my own existence
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>>585746
same
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>>583593
>>583692
Go heavy on the backline and poke everyone with polearms
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Do you guys have any oneshot builds?
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>>585880
what the hell is a oneshot build?
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>>584433
Id say turn up speed of the restoration (very) slightly, by the time of the first crisis only 1/3rd of the settlements were rebuilt. Got bored at around day 80 and retired after losing sarge in grand battle.
Noticed something strange unrelated to the mod, this one village i pissed off kept spawning inordinate amounts of mercs. 4-5 groups in the span on 20 days, how are sellswords simulated?
Useful info: self defense doesn't piss off the noble house who owns the settlment. Thus i assume killing pissed off militia for easy early loot (and potential billhooks from the captain) won't make you more enemies as long as you let them come at you
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Update when?
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>>585953
Modded?
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>they are willing to join your company
>no option to join their nest
you will never meld with a psychic mindspider hive
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>>585949
You might have had the old version where towns restored every 7 days, I've toned it down to 5 now, but the first one unlocks 15 days in. That's about 17 / 20-25 by day 100 which is sufficient imo
Also you'll lose the HK and the Hunter and instead get 5 random background bros
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Is there a retard proof strategy guide. I really like this game but I'm so shit at it.
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>>586047
No, there is too much RNG shit in it, but if you don't play ironman, there's a chance since you can reload.

Anyway, get 6 bros, try your hardest to get spear and pitchfork, take contact to hunt down bandits carrying statues, and improve from there.

Also, don't fight nacho ghouls and spiders at beginning.
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>>586053
Nachzherers and spiders are the easy beasts for the early days
You really dont want direwolves
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>>586053
>No, there is too much RNG shit in it
Tell me about it.
>Doing well with 8 pretty good bros.
>still only day 25 but doing alright.
>accept a quest to find some ruins (have done it like 50 times before no issues)
>find the ruins
>head back
>4 undeads attack me
>"oh nice only 4 going to get some decent xp"
>first time seeing them, they were called necroservants.
>literally "behind you kid"teleport and start to 1 shot my guys.
>run ended.
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>>586047
https://steamcommunity.com/sharedfiles/filedetails/?id=2001196860
this one for perks is pretty good
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>>576914
Imagine thinking that smart recruit is a bad mod. You still have to pay for the bro, you just get to tell if he's garbage or not afterwards.
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>>586228
Isn't that kinda part of the game?
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>>586243
yes, the game is not balanced around you having a full triple starred mattak mdef roster
nor is it fun when everyone is capable of retardo punching on the frontline with a 2h weapon
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>>586243
Yes, but at the same time no. Almost every background can be useful in some way, regardless of the stars they have. It's just better to be able to see if the thief you want to recruit has at least 2 stars in MDEF so he can be a tank, or the brawler has some stars in HP and MATK instead of 3 stars in ranged offense, making him bad. In the vanilla game, the tryout feature is just a total waste of money.
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>>586308
Yeah but the game has set parameters that a thief can go into ranged and thus you will end up with a shit roll. If it wasn't they would just let you see everything they have by default.
I mean it's a single player game so do with it whatever you want but that mod does make the game easier.
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>>586332
It makes things less tedious, not easier.
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>>586371
Saving the 200-12000 gold it'd take you to hire a bro absolutely makes the game easier
If you wanted only less tedious, you get the mod that's like smart recruiter except you pay the full tryout price, so you just save the clicks
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>>586388
do you really think he doesn't know
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>>586047
The retard proof strategy is save scumming and learning how to deal with new threats
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>>585988
yeah
read the filename, the next update will add playable hexen and rework the necromancer
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>>586422
Maybe he's delusional
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what do people use goblin poison or lindwurm grenades on? these things are rotting in my inventory ambiguously
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>>575819
>over the top
It's a stylized falchion, nothing crazy about it
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>>586228
So you save a bunch of money. It's a cheat mod.
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>>586541
Doesn't goblin poison do stamina damage? It might be decent against barbarians or southern enemies.
>>586592
As good as the game is, the developers did a lot of dumb shit with it, like trying to make it impossible to mod the game. If a mod fixes something stupid the devs did, it's not cheating. Not being able to tell if a brother is shit or not after having him try out is dumb.
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>>586597
I think the devs did a stupid thing when they made it so I don't instawin any fight, so I modded that into my game
is not cheating you see
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>>586601
Anon stop being autistic, you know there is a difference between having an "I win" button and knowing if the guy you are about to hire is capable of doing what he is supposed to do.
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>>586614
I was mocking your reasoning your declaring it a not cheat mod, with that justification anything goes
Is tryout being useless bad design? yes
Is saving hundreds to tens of thousands of coins cheating? Yes
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>>575798
i swear everyone's shields turn into mihtril past 80th day.1/10th of my attacks hits at all and 4/5th of that just gets eaten by shield. They no logner even get damaged unless I hit them with axe's special attack. They just eat it up. Not so long ago shields would collapse on their own with just some force applied, now they are impenetrable.
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>>586658
Anon are you okay
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>>586597
If it charged the recruitment +tryout fee to do it it would be as you say, but as it is it makes the game easier, essentially giving you free money.
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>>586624
>coins
crowns
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>>586658
i give you the blessing of the friendly reminder. if you maintain a distance of 3 tiles from ancient undead at the end of a round, their shieldskeletons will move into your front line, unable to shieldwall. you will then be able to attack them twice, and then twice more at the start of next round. because they will still be slower than you, as they are skeletons. this is cheese but it devastates the skeletons.
>>
i just started playing this game today
how do i use archers, they're always "line of fire blocked"
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>>586966
Archers kind of suck until you got high skill dudes and the better weapons, crossbows and throwing weapons are more reliable since you get bonus chance to hit
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>>586308
Brawlers can't actually roll stars in ranged attack though
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>>586794
Why would you ever attack ancient skeleshields when you can just kill all their polearms first and then effortlessley finish off the shielders afterwards? All you need is 3 brothers with shield wall to hold an entire line of them from a 24count camp
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>>586966
Archers will always have a chance to hit adjacent units to the unit you're firing upon if that adjacent unit is between you and the target. Same for obstacles. If you are adjacent to that adjacent unit tho (aka polesrm range) that won't happen, or you can just find a more clear angle
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>>586966
The AI will (depending on the enemy) try to position itself so they are either behind cover or are covering/being covered by someone with a shield in front. Reposition or look for other people to shoot.

>>587020
Can't be done early. I've tried the other cheese tactic of drawing a portion of them away at the start of the fight with a beggar/cripple that someone here suggested and it also works really damn well even if it feels cheap.
>>
When you think about it, high initiative has a synergy with two handed hammers.
>>
what are some good mods to circumvent limits for fun? i feel like i dont like the 12 bro limit but i dont wanna do peasants or indebteds
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>>587144
man up and play pm
other than that there was a mod by an anon here that added an origin where you have the 16 man cap, but start with a avatar sellsword down on his luck without much money or equipment. for some reason he removed it from the nexus but i still have the files, ill upload it if you want
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>>587146
well you dont have to
that is just a me problem
what are some good mods, i feel like vanilla is dull
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>>587144
https://www.nexusmods.com/battlebrothers/mods/339
You can try this origin
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Today i finally won defend the hill scenario thanks to you bros
>>
pill me on the cultist start, is it a massive grind like I've heard and is the prophet achievement doable within 200 days?
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>>587191
congratulations anon
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>>576873
sus
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>>587224
It’s dumb, events trigger based on a timer and if you haven’t filled all your retinue slots you get an event telling you to buy a retinue instead of getting a cultist event which then resets the timer
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>>587407
Is this actually true? Ive read conflicting information on if it does or doesnt do this
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>>587433
There's a global timer for normal events yeah, which can be circumvented by special things such as location enter/leave of course, ambition stuff, very important events
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>>587191
is defend the hill very hard?
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>>587806
17 nachos surrounding you on a hill with bodies already scattered around the map
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I'm trying to figure out why the tryout option for recruits is so worthless. Does it really make any sense to pay someone gold just to find out they're a manlet or that they're a landwhale? I mean, this doesn't really make any sense. You could just look at a guy and see he's a fat manlet. You don't need to pay anyone any money. You just need to look at him. I for one can tell the difference between a land whale and a skinny guy just buy looking at them. I don't need to pay anyone. You'd think you'd get at least a hint about where their talents are too or what they're good at doing, but no hint of that given. Instead, you find out that the guy is a fat manlet with osteoporosis and asthma. I mean, you can hire a doctor to make a diagnosis of some chronic disease that's not visible but can't figure out where the character might have some potential? Is there some hint in the character's personal backstory? Or is that just randomly generated? Why do I have to pay money to find out a character is a manlet? It just doesn't make any sense to me.
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>>586271
>yes, the game is not balanced around you having a full triple starred mattak mdef roster
game's not balanced at all
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>>587933
it makes sense if there are certain backgrounds you would only recruit if they had a certain trait on top of good stat rolls. for instance you might be looking to get a serial killer but only one that has brute. in such cases you can save a lot of crowns
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>>587968
So it makes a little sense in maybe a couple very niche cases when you're looking for a very specific thing and don't care about anything else. But it doesn't make sense anywhere else. You're still spending a lot of crowns just to find out nothing in the end. For how many killers you have to try out just to look for one guy with brute, you probably could have bought a few characters, some renowned stuff, or extra resources. In general, you're not looking for a killer with brute. You're looking for a guy with a high enough mdef roll and talents in mdef to ensure he can be a reliable tank late game or and archer will have a high enough ratk because of high roll+talents so that you don't end up wasting a lot of time with perpetual misses in the late game. I mean you could roll with it and gamble just to find out these character is no good because he's rolling all 1's and 2's in places you want 3's or 4's. But then you have to build them into something else which means you don't get the characters you need or can't realistically do the gimmick you wanted them to do. If you can't get enough matk or ratk on the killer to hit anything, brute is going to turn out to be a waste of space that just takes up a lot of money in wages and eating up food to end up being too ineffective to use in that way. So now you have a killer you can only build into being a subpar bannerman, dodge/nimble tank, or something like that. A lot of good those tryouts for a killer with brute did you.
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>>587956
seething cr*wnling
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>>588025
>seethe X = admission of no counter argument
>>
>>587933
>>588023
Tryout prevents you from ever hiring people with god awful traits like clumsy, dastard, insecure, etc and allows to scout for immensly desirable ones in lowborn recruits
It also allows you to flag someone so they stay around for longer if you don't have the money
Other than that yeah its not very useful at the same time the tryout modder "solution" breaks the difficulty by making the lategame utterly fucking brainless.
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>>588039
If a simple mod like tryout breaks the difficulty, then there really wasn't very much difficulty in the first place. It's just rng. It's "difficult" in the same way playing the slot machine is "difficult."
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>>588023
you seem to be upset because you're bad at this game. it's time to leave this thread
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>>588079
>you seem to be upset because you're bad at this game.
I'm better at the game than you. I'm so much better that I'm capable of pointing out a part of the game that in general gives you very little to no useful information in regards whether or not you want to get a character and therefore is practically useless. At best, it's only good for avoiding "Dastard" on any background or "short sighted" on a hunter or for getting extremely niche things like "tiny" on a character you want to be a tank or gimmicks like "brute" on a character with bonuses to headshots (even though if you can't hit anything when you get no talents and bad rolls on recruitment and level, you won't be getting headshots). Otherwise, you can easily adapt to most of the other traits since their long-term impact in negligible if you can get good rolls on levels or stars in the right places.
>it's time to leave this thread
You seem like a retard. Maybe you should go back to posting on /b/.
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there's no need to respond to the troll but since he's expressing a popular opinion among bad new players, it's worth saying something.

1. randomness is just a way to model processes that we don't understand and can't predict. your computer is generating numbers using a formula, it's all predictable you're just unable to predict it, so you call it random. there is no such thing as 'true random' that phrase doesn't have a literal meaning.

2. unpredictable processes are required for turn based strategy games because they are about calculation. the game needs to obey rules which allow players to make inferences, and information needs to become available in stages in order to make players plan for multiple eventualities.

so anyone who thinks rng is bullshit doesn't understand the genre. the game could have used things like fog of war to replace dice rolls and it would have operated the same way, because things unknown to the player hidden behind fog of war, for all intents and purposes are random.
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>>588097
your posts are so full of unnecessary assumptions and logical leaps that there's no need to bother with them. you said try out doesn't make sense because of a stupid lore reason like being able to see whether someone is fat. this is a stupid reason and you know it because you are trolling. i ignored it because it is stupid and responded for the sake of other people browsing this thread explaining why try out makes sense mechanically. your response was that i didn't give enough examples, so try out is only useful in niche cases. i purposefully gave only one example because the point of my post was to illustrate a general concept. you then proceeded to give suggestions about how your money is better spent doing other things, all while telling people how they ought to play the game. your suggestions are bad because you are bad. please stop shitting up this thread.
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>>588101
You sound like you’re bad at vidya
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>>588101
>he's expressing a popular opinion among bad new players
>the troll
Not trolling. This is poisoning the well. I'm pointing out a feature that does nothing. The try out system literally does nothing for you early game because you don't want to waste money on it and does nothing for you late game because you have to spend all the money to find out whether or not the character is good for anything at all when you're at point in the game where a mediocre or bad character will do very little for you.
>so anyone who thinks rng is bullshit doesn't understand the genre
Is a red herring. I'm not complaining about rng in general. I'm complaining about a feature that does almost nothing for you except in niche circumstances, the "Try out" mechanic. This is poisoning the well as well since now you're grouping in criticism about the feature and identifying the reasons why it does very little to nothing in general in terms of the overall gameplay other than waste money to find out nothing very little that's useful before you have to spend more money you got an expensive turd in relation to the other mechanics in the game, in particular the rng which means that the information you got from the "try out" did nothing to tell you how you should build the character or what the character is reliably able to do such as the brute+jester idea (No melee stars means probably not going to make use the desired gimmick in general or at least fights where it matters) whereas you're likely to have to build it as a runner, high-initiative meat shield, or something else that has nothing to do with what you learned from "try out." I have to repeat things because you read posts.
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>>588106
>your posts are so full of unnecessary assumptions and logical leaps that there's no need to bother with them. you said try out doesn't make sense because of a stupid lore reason like being able to see whether someone is fat. this is a stupid reason and you know it because you are trolling.
Not trolling.
>it is stupid and responded for the sake of other people browsing this thread explaining why try out makes sense mechanically. your response was that i didn't give enough examples, so try out is only useful in niche cases. i purposefully gave only one example because the point of my post was to illustrate a general concept.
It was a terrible example because the trait you see during tryout does not affect what you can realistically do with the character. Hence the CONCEPT you think exists in the system IS NOT THERE. It's a system that in general doesn't give useful information. At best it's a system that at best tells you immediately to avoid a character (i.e. a few bad traits for specific backgrounds) and at worst forces you to recruit a character just to find any information that informs you whether or not that character is going to be useful to you at the particular part of the game.
>you then proceeded to give suggestions about how your money is better spent doing other things, all while telling people how they ought to play the game. your suggestions are bad because you are bad. please stop shitting up this thread.
1. I gave no suggestions
2. I provide an example on why the traits give you no real information; This was in regards to the high ratk archer for late game or high mdef tank examples.
3. I provided counterexamples of why your example was shit and because you have poor reading comprehension skills, you couldn't understand it. For the killer+brute
REREAD THE POST. SPECIFICALLY AFTER
>you could roll with it and gamble just to find out these character is no good because he's rolling all 1's and 2's in places you want 3's or 4's
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>>586101
small nachos are easy in early game, medium and hard are significantly less so.
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>>588155
the reason i know you're trolling is because of how freely you ignore arguments. if your goal was to defend a particular claim you'd actually stick with it, but if your goal was to cause outrage by being wrong repeatedly you'd ignore replies and try to distract people from the fact that you're being evasive by making even more outrageous claims, prompting people to respond to those instead of pressing you on one point. since that's the case, i'll naturally reciprocate and ignore your derail attempts.

however since you actually responded to my accusation of you being a troll, i'll explain how your posts fit the bill. first you argue that try out makes no sense because you should be able to see visual traits and that it makes no sense to pay for it. now this is a lore based argument. if you were seriously making that argument, if that was actually something that bothered you about the game, you would stick to it. you would argue that try out doesn't fit in with the rest of the game in terms of lore consistency, and it should be removed because it's jarring to the player, like leg injuries on serpents. when i reply to you by defending try out mechanically, you shouldn't even be responding other than to tell me that mechanics shouldn't trump lore, you should've even said my post was irrelevant if you really cared. instead you reply to me by saying that try out is too niche, not only is this a different argument, it's also irrelevant, because niche or not, it doesn't contradict my claim that try out makes sense mechanically. so my post established the thing i was arguing for, and instead of contesting that, if that really bothered you, you've derailed the discussion again.
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>>588155
now is there even a point of replying to you when you're being this slippery? i'll do it just to show you how pointless that would be. it's clearly true that try out is niche so there's no need to object to this claim, but that's perfectly fine. plenty of mechanics have niche uses and they exist to spice up the game with vareity because if every single mechanic is always used in every single battle, the game becomes homogeneus. flails are niche. dog armor is niche. gladiator armor is niche. lindwurm acid is niche. there's obviously nothing wrong with rarely used game mechanics, it's so obvious, which is why you'd claim otherwise to cause outrage. so is there really a point?
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>>588175
>>588177
>ignore arguments
You've made no arguments.
>first you argue that try out makes no sense because you should be able to see visual traits and that it makes no sense to pay for it. now this is a lore based argument. if you were seriously making that argument, if that was actually something that bothered you about the game, you would stick to it
I'm sticking to it. Lore based traits should be freely seen.
>you would argue that try out doesn't fit in with the rest of the game in terms of lore consistency, and it should be removed because it's jarring to the player, like leg injuries on serpents
Yes. And I apply this to everything such as that that doesn't make sense for any lore consistency reasons.
>when i reply to you by defending try out mechanically, you shouldn't even be responding other than to tell me that mechanics shouldn't trump lore, you should've even said my post was irrelevant if you really cared
You brought up a mechanical reason and you don't realize that someone can see a reason the mechanical reason you gave for it is shit and realizing something about it after seeing the given mechanical reason. You really don't use it early game when it's too expensive to be used and late game, you can usually build characters in spite of those and say build a hunter into an archer that has huge even the character will never really use it. You should still see a lore trait like huge for free. It doesn't make sense.
>you shouldn't even be responding other than to tell me that mechanics shouldn't trump lore
I can reply in another way. Why because I'm not a computer. Neither are you. Things can be added to an argument. The try out mechanic is bad both in lore reasons and mechanically.
>you should've even said my post was irrelevant if you really cared.
Again. A human being does not have to reply in the way you think they have to.
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>>588175
>>588177
>instead you reply to me by saying that try out is too niche, not only is this a different argument
I did reply that way yes.
>it doesn't contradict my claim that try out makes sense mechanically. so my post established the thing i was arguing for
Except it doesn't make sense mechanically because you're not going to see killer+brute or fear+adventerous noble and immediately say "I'm going to build a headshot character" or "I'm going to build an attack bannerman" or anything like that. You hire them and them you see what they're actually good at. Then you build the character around what their actual rolls and actual talents. So the killer has a low roll in matk, no mdef, meh range skills, good initiative, hp, and max stamina, talents in initiative, rdef, and hp, then you'd realize you can't build what you wanted based on the traits, so you have to build according to what the character is good at or dismiss him and hunt around for another character. This is an argument why your mechanical reason doesn't make sense. Mechanics also should not trump lore btw. But they should also be useful enough that you can actually make good decisions while not contradicting lore. Not practically useless like the current try out scheme. The current try out scheme is niche, and it's bad at being niche too. In essence, you said it's okay for very niche things and I pointed out that in practice it's bad for niche things as well.
>so my post established the thing i was arguing for, and instead of contesting that, if that really bothered you, you've derailed the discussion again.
I see you have no reading comprehension. I haven't derailed anything. Your argument is for something that really doesn't happen in the game. That you can try to go for a gimmick and most of the time you'll get a character that can't use that gimmick. It shows your assertion that it makes sense mechanically (when it doesn't even work in your example) has no real examples.
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>now is there even a point of replying to you when you're being this slippery?
I'm standing my ground. You're trying to put words into my mouth because you don't like what I say.
> i'll do it just to show you how pointless that would be. it's clearly true that try out is niche so there's no need to object to this claim, but that's perfectly fine.
It's not just niche. IT'S BAD. It's there to provide you with information in addition to the background, gold cost, and starting character level to help you determine whether or not you should buy a character. In general, other than a few cases like Dastard on anyone or shortsighted on a ranged background when you're looking for characters to build a bow character. It's not fine. I'll repeat, it doesn't provide you any good mechanical information and it fails for lore reasons.
>plenty of mechanics have niche uses and they exist to spice up the game with vareity because if every single mechanic is always used in every single battle, the game becomes homogeneus.
Not an argument. We are talking about the try out mechanic, which provides practically nothing at all.
> flails are niche
Yet you can make effective builds with them and there are situations where they would perform better than other weapons, say swords.
>dog armor is niche.
They're good if you like using dogs and they can save you money by not having the dogs get killed every time they get attacked. But it has an effective and fairly consistent use. Armor always does the same thing. Reduce HP damage.
>gladiator armor is niche
It's a good piece for certain builds and for times where you can get this but not something else. It has an effective and clear use being that it protects your characters and can help keep them from dying.
>lindwurm acid is niche
Using lindwurm acid is again consistent and effective since you can use it if you want to damage armor and it does that every time you use it.
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>there's obviously nothing wrong with rarely used game mechanics, it's so obvious, which is why you'd claim otherwise to cause outrage. so is there really a point?
You don't see the difference. The mechanical options you used as examples are good for things and do what you want to use them for. Try out on the other hand doesn't do anything for you in general since it doesn't do what it should be doing which giving you useful information and it doesn't make sense from a lore perspective since you see all traits that you really shouldn't have to "try out" any one for and you don't really get any hint in regards to the skills or talents a character has when you try them out. At best it's niche. At worst, it's a bad mechanic and it's bad in terms of lore. It doesn't add any variety either which is why your variety argument doesn't work.

What did you say? I'll paraphrase: "you didn't bring up X like I think you should and you're trolling because you're not posting in my little box of how I think you should be posting." "You can't provide reasons my non-arguments don't work in spite of you actually providing reasons." "i'll compare these things that do not compare to the thing being criticized on even a cursory examination." "i'll talk about a meta-argument because i don't have anything better to say." "what you said is a non-argument because I said so." I mean, who sounds more like the troll? You or I?
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breathtaking, astonishing autism
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>>588217
i see. so you're a greentext bulletpoint poster. it was not too obvious before, but the distinctive zebra pattern of green and black has progressed to the point where it became evident. i feel i must inform you on this matter, you may find it beneficial. like yourself, i'm highly argumentative, and when i meet someone whose viewpoint is so repulsive to me that it seems as though every single thing they're saying is wrong, it may be tempting to dissect their post line by line, and point out the mistakes in everything. i have taken to calling this posting style greentext bulletpoint posting, or zebra posting. i've been through both sides of this posting style, and it is greatly counterproductive - it results in many hours wasted on fruitless discussion. having spent much of my life engaged in fruitless arguments online, i've come to identify the causes and effects involved. when everything one's opponent says seems to be wrong, it shouldn't be attributed to lack of intelligence, but rather to a fundamental difference in viewpoint. and this is not to say that idiots don't exist, just that our concepts are efficient by nature, they form belief systems where one concept begets another, and even idiots have their mistakes arranged in such a way that a few key mistakes produce a whole host of subsequent mistakes. it's like that black and blue or gold and white dress, once you see it as black, you must also see it as blue.
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>>588320
so when you encounter the phemonena of disagreeing with everything your opponent is saying, know you start from different premises, causing your overall viewpoints to diverge, and that even if you're convinced you have an irresistibly persuasive argument, you will find, after expressing this argument, that your opponent has his reasons, in the light of which, the argument doesn't work. and so you must first undermine the reasons. and when doing that, it is far more efficient to pursue one line of reasoning at a time, because many lines of reasoning will share the same origin. however, instead of seeking out this initial difference, greentext bulletpoint posting dilutes attention between multiple arguments, trading depth for breadth, while at the same time multiplying lines of reasoning unnecessarily. and this is the irony of greentext bulletpoint posting, by diluting attention, not only do you engage in redundant arguments, you're engaging in the worst version of those arguments. once the zebra pattern manifests, all hope is lost. moreover, you leave yourself open to your opponent being selective in which part of your post they reply to. even if points don't end up dropped in the heat of the argument, when your opponent is doing badly, they will feel inclined to emphasize the points which they're doing well on, while belittling the importance of the points where they're losing. they don't have to explicitly say it, but they could use framing and tone to reframe their position, to make it look like what they 'really' cared about was this or that all along. this isn't a matter of bad faith, people do this unconsciously out of embarrassment. for instance, they might, due to their eagerness to win an argument, spend two or three paragraphs replying to one bullet point, while only dropping a word or two on another bullet point, because they feel defensive, and only try to fulfill the burden of proof. it only feels like a burden when you're losing.
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>>588322
but one's nature as a greentext bulletpoint poster works against them, and soon those two or three paragraphs will expand into five or ten new greentext bulletpoints, taking up most of the conversation. the discussion then moves on to the points where your opponent is doing well. and this could happen repeatedly whenever they find themselves in trouble, until you make a mistake. and once you do, you wouldn't hear the end of it. this all happens unconsciously, but god help you should your opponent be rich in self awareness and disciplined enough to rein in his argumentative impulses, in favor of a considered reply. a true master poster such as myself, even if i make a mistake, i can't lose. but would i really be so lame? no, i admit mistakes. when i found out you're not a troll, i said so right away. indeed, trolls don't have a tendency towards greentext bulletpoint posting. but other than me, who else knows it? few are capable of such penetrating insights. others will find it difficult to tell, because the greentext bulletpoint system is a process driven by argumentative impulse, it selects for provocative bulletpoints. not only does it promote hostility, should personal insults enter the picture, they will surely earn a permanent spot in the bullet point system, usually either at the top or the very bottom of the pile. the end result is almost indistinguishable from trolling.
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>>588324
regarding try out, i'll remind you that the claim i'm defending is: try out makes sense mechanically. in order for try out to make sense, it only needs to have a possible use such that we can see why it was put in the game. try out can help you save money if your goal is to recruit a bro that has to have a certain talent. it does this by being a cheaper way of eliminating bros that don't have the talent compared to recruiting them. you still have to recruit the bro afterwards to see if his stats are worthy, but you still got useful information. it tells you about brothers that don't have the right trait that they are useless, and it tells you about brothers that have the right trait that their chance of not being useless is higher than what you thought prior to trying them out. it doesn't matter if this is bad or good, or how many players use it in this way.
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>>588327
consider this post for instance. i believe that many of your bullet points owe their existence of a misunderstanding of what my position is. instead of quoting them all individually, i save time by clarifying myself, and hopefully now a lot of things do not have to be said. this is more efficient. misunderstanding lies at the root of most disagreement, and so clarification is superior to bullet points. getting involved with bullet points is like getting caught in zone of control. it forces you to have a messy line battle instead of using elegant tactics and positioning. finding the right way to address a post is like finding the right way to approach the enemy. once you're stuck in the line battle, you lose your freedom of movement, and the game becomes boring.
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this is what happens when the game doesnt have cute girls
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>>586966
Don't bother with archers unless you recruit a hunter or poacher with decent base ranged skill. Most are absurdly inaccurate until they have like 70+ ranged skill, you are better off giving them crossbows or throwing weapons.
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>>586271
average "beginner" economy fan vs average "veteran" economy enjoyer
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some other things about zone of control: if you're constantly kiting enemies and delaying them as long as possible from trapping you in zone of control, you can use various methods to get an advantage in action economy by spending less AP on your own movements and spending the extra AP with ranged weapons and pole arms to get "free" damage. you can beat some fights without even getting swung at let alone hit. you rarely gain anything other than time and convenience by intentionally clashing with the enemy right at the start. most if not all fights in the game start with an opportunity to try to gain many advantages before you get stuck in melee, and under good conditions you can aim for a fight that never becomes a 'line battle'. the primary function of dogs in enemy armies is to prevent you from doing exactly that. but dogs can be overcome, and even under bad conditions, it's at least possible to manage the engagement. to the extent enemies do end up catching up to you, you can least manage the flow of enemies so that the first several enemies to engage you in melee are arriving ahead of the bulk of the enemy group and your bros can gang up on them with some privacy.
so even if you can't start dealing damage before the battle starts, when you've spent several rounds dragging the enemy army through an obstacle course of terrain, the ai's questionable pathing decisions can end up deforming the enemy formation into an awkward shape, giving you a better starting point to the battle. sometimes the ai sees high ground tiles and decides it wants to stand on them so badly it doesn't mind sending its units to random parts of the map, other times the ai tries its best but the shortest path to reach your army is just longer than normal for some enemy units, it's really quite complex. and there's no need for rolling dice of having high stats, that's an advantage you can gain just from walking around.
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>>588053
It quite simply reduces the average amount of crowns needed to buy a good bro by a great deal
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>>588359
that early stage of the battle before you're engaged in melee with the enemy army is where the real interaction happens.
when you're not stuck in zone of control you've got actual freedom to move around on the map, explore the terrain, attempt to influence the enemy formation and react to the feedback from the enemy ai as it changes its formation in response to your own formation.
at various points you come across opportunities and you can take your time thinking about committing to a plan, and even if you end up doing nothing, it's still ten times more interesting just to think things through. that's good gameplay.
i encourage everyone to try to gain more from the first phase of the fight. pardon the boasting, once you reach a certain level of skill, it starts being the main way to get better at the game. if the goal is to minimize damage taken, there's a lower limit to how safe your army can be while adjacent to enemies. but more importantly it's just fun. the terrain hides a whole world of possibilities and you're not exploring any of it when every single battle is just the same old: round 1 wait for enemy to approach. round 2 enemy arrived, execute your premeditated combat plan. what meaningful decisions do you have, really? attack twice or shieldwall? is it time to decapitate or disarm? those are meaningful questions but the process of calculating the answer is often dry and technical and not very enjoyable because you're mostly trying to optimize dps.
it's not that you can't get creative once you're stuck in melee, it's just hard to compete with doing damage. because once you're locked into melee it's a dps race, every round you're still in melee is one more round of attacks you need to endure, and spending action points on anything other than weapon skills is probably just slowing down your killing.
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>>588053
what is the downside to hiring a hedge knight, or a swordmaster, or an assassin?
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>>588327
The question is more whether you can rebalance tryout to be more aligned with its natural purpose, trying out a brother to know if you want him on your team. Outside of these narrow cases, it just doesn't do that, and the default mechanic of getting new bros is either being poor and taking what you can get, or being rich and just cycling through bros. There should be some middleground here
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>>588371
i think it's pretty clear that recruiting bros is meant to be a calculated risk and that when you're recruiting a bro you're buying a gacha ticket. if you give players a cheaper way of accessing those superstar bros, you're just making recruiting bros cheaper. i suspect that implicit in thinking try out is balanced, is a belief that the economic part of the game is meaningless or doesn't constitute part of the difficulty. if you think giving yourself a break economically doesn't lower the difficulty it makes more sense to think that about try out.

but try out is a way hedging your bets by reducing the negative payoff of a bad roll. that's how to functions at the present moment and if you want to argue that its intended purpose is something else you need to substantiate that because it's not immediately obvious to me that you're guessing the devs' intentions correctly
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>>588350
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>>588377
>and if you want to argue that its intended purpose is something else you need to substantiate that because it's not immediately obvious to me that you're guessing the devs' intentions correctly
I can't look into their minds, of course, and maybe they did want it to be a nigh pointless thing. I'm looking at it from a perspectives of

lore: trying out a bro should reveal more about him than what the eye would already reveals, like anon argued. Hiring a bro to fire him again 5 minutes later makes little sense thematically

gamedesign: hiring bros is one of the main cornerstones of the game. It's rather simple, tryout is one of the two (three if you include firing) actions you can even take, and as such it could have a more important position in the process, take up more of the decisionspace of 'do I hire this bro outright, do I try him out first, or so I pass him up altogether' that depends on current campaign situation etc

User feedback: There are a great deal of mods to change the functionality of tryout. New players are frequently confused as to why it has so little use in vanila. If that's the feedback to one of your mechanics, chances are you might want to overthink it
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>>588385
Also, since we're at it
>tryout reduces the hiring cost by the same amount
>tryout shows you total amount of stars, but not their distribution, on top of traits
that would be my change
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>>588394
Or, more thematically, a phrase like 'not talented' or 'very talented'
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>>588385
i've got an opinion on the lore aspect of try out but when i ask myself would i change my mind if try out involves a plot hole or doesn't fit with the theme of the game, i easily answer no. so i think it boils down to the type of player you are, i would play this game even if it used ascii graphics and had randomly generated monsters and items because i'm here for the gameplay. i think that's the main type of player that dislikes try out and the particular gripe we have is the fact that tryout users don't acknowledge the fact that they're making the game easier for themselves. if a tryout user were to say he plays on easy economy, i predict that instantly nobody would give a shit about it because they're not pretending to be a hardcore nolifer. so i'll concede anything lorewise because i don't even care about brothers being literal plastic figurines that have no legs even though i do have an opinion about it.

do you think economy is part of the difficulty or not? do you think try out buffs the player in terms of economy? i think it does so even if it made for interesting decisions in theory i wouldn't want it to be part of the base game because blazing deserts already buffed player economy too much, and most of the meaningful decisions in terms of economy happening when you're starving and have to to make sacrifices, and mostly in day 1. this is true when hiring bros or buying equipment or accepting a contract. so difficulty and complexity are if not the same thing at least very related, i need the game to be difficult enough to care to think about it, and try out being cheap as it is lowers difficulty too much to justify any potential it adds for complicating decisionmaking. you can say the same thing about any mod that adds any button that's very good to press. the decisionspace doesn't mean shit when you're not driven to optimize your decision, and more options means more power and less difficulty.
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>>588419
First point is fair enough

Of course I think the eco is part of the difficulty, and tryout mods absolutely buff the player and are hax. You're talking to multiple people here, I don't actually use these mods. I'm talking from a position where a different tryout functionality was included in vanilla, and the game/the economy thus necessarily balanced around it. As in 'it would be nice to have a game that's equally difficult, except you have additional decisionmaking due to tryout being viable or even necessary in more situations'.
The thematic benefits would come after the mechanic ones, really
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>>588396
So here's my proposed version
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>>588420
i'm trying to think when was the last time i used try out and i can't remember. i think its useless and impossible to make it worse as long as the difficulty remains the same, but i also don't have any idea on how to make it better because no matter what you do it's only going to amount to optimizing amount of gold spent and that's not really my cup of tea.
if i were in charge of the game i'd rather scrap the whole overworld aspect of the game and replace it with some esoteric nightmare that has ways to punish the player and i mean really put some fear in the player so we learn to respect it because as it stands i'm at a point where i'm running around like a headless chicken and as soon as i enter combat i lose any sense of direction or where i am on the map. if it's been a while since i fought barbarians i go to the north if i'm starting to miss nomads i go south and if i want to go camping i go to the forest it's like being a tourist.
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the overmap is really strange now that i think about it because i don't think anyone really enjoys it but at the same time when i imagine what if it was gone and the game was just one long arena tournament i would feel like some of the charm of the game would be lost. i think it's the illusion that the combat takes place in a world that i find attractive, like the stuff that attracts people to starsector. i think i'm just a rat that was fed a lot of crack every time i push a button and now every time i sell a whole bunch of loot at a town with high sell prices and see my gold counter go up i'm just sending signals to my pleasure center and i'm too addicted to that feeling to care
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>>588453
Much like starsector, the overworld just lacks consequences. You do your little contracts, but they don't really do anything beyond add or remove a situation and give you gold. Factions are static, they just send their patrols around on a set timer. Other mercs are just the illusion of mercs, they don't actually do anything beyond walking around. At least enemy factions spread their camps, but it's still formulaic. The crises are pointless, except if you have PD turned on, and even then they matter little.
Still, the game would be noticeably worse without the overworld aspect
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>>588476
what would you propose? for both bb and starsector?
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>>588476
you know what would be neat if the overworld were turn and grid based just like the tactical map and you could spread your bros between multiple parties and the combat would still take place inside the tactical map but it would be a microcosm of the overworld it would be like a fractal and there would be impassable tiles and you'd have armies blocking access to certain areas where you'd have to fight or sneak behind them and you could if you're not careful get surrounded by a whole bunch of armies and be forced to fight them all and vision would matter and factions would matter and hexagons would just make everything better. no more of that real time bullshit too, i want a timeless hexagonal world of ponderous thinking
>>
>>588485
It depends on the intended scope of the game
Originally, a BB campaign was supposed to last until the first crisis was resolved. With a scope that narrow, you can have real consequences for actions or lack thereof- failed or denied contracts fuck up settlements, relations can't be easily repaired if at all after some actions (band together with bandits to rob a noble caravan and they'll always hate you), nobles could be feuding at all times and if one is dominant then that's just the state of the world, crisis can be super destructive and tough. You could do things like have events that permanently specialise your company in some way, like denying all lowborn recruits, giving you advantages in one way but disadvantages in others (higher recruitment slot count, but lower movement speed, so you'd be at more risk of getting caught by other parties, for example)

However, at some point they started to accommodate long playthroughs. Here you can't have these drastic consequences, of course. The natural solution is a setting, but that's a whole lot of extra work. There's already PD, but that doesn't do much
>>
>>588489
Honestly sounds interesting
>>
and we would have some kind of exchange rate between combat rounds and days so every so often time of day would change which would which would affect archers and every round you'd lose some food and it should be a ton of food to really nerf kiting and other time consuming cheese and make combat rounds important and everyone should be constantly starving with death always around the corner. remove retreating as well with direwolf jumpscares gone there's no reason for that button to exist. solve the puzzle or everyone dies that's how it should work, the game should make you feel stress like financial insecurity in real life and winrates should go way down. this is terrible i think i just realized battle brothers isn't a real roguelike now everything is so clear
>>
>>588504
Too bad it's never going to happen, you'll have more luck thinking of ways to make the current system more interesting with things that can reasonably be modded in
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>>588512
i keep imagining what could have been, and all those incongruities i didn't even realize i've been feeling about the game in the back of my mind suddenly pop into the foreground and my desire to purify the game grows. life is just so cruel.
>>
>>588053
Ive played both with and without tryout so i know what it does to your company building. With it, you nearly never want to hire trashbros. So what happens is that everyone has at least okay stars, which means that you never have anyone who you feel like you can afford to lose in a tough fight. It also means that a ton of builds that rely on you having weird or substandard bros go right out the window and that the lategame becomes even more boring than it already is as all of your triple starred perfect recruits fully power up.
Yes, tryout is shitty. The mod is still fucking stupid, game mechanics don't exist in a vacuum. This solution seems the most reasonable >>588440 maybe someone should post it on the forums so the devs see it
>>
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very important. there's a battle brothers folder in my documents which contains log.html where neat things are recorded.

i've seen people in the official forums report bugs in ai behavior while attaching logs. why they would want to inform the enemy about his weaknesses is not clear to me, but this log.html file fills me with excitement. i believe this log may contain subtle feedback from the ai which can allow us to peer into the subtle differences between the brigand that wants to 55.3421 engage melee and the orc young that decides to 183.1231 defend shieldwall and make important discoveries. i have no idea what those numbers signify but i'm sure they're very important as indicated by four numbers after the decimal point.

however my own log file is not as verbose, see picture. i am very worried. please help.

i've also found a config.cfg file in the same folder however when i try to open it with notepad it shows gibberish. perhaps this config file hides the key.
>>
>>588622
>>588622
>however my own log file is not as verbose, see picture. i am very worried. please help.
It's funny because the gamesetting to turn on these elaborate logs is called VerboseMode
https://we
.tl/t-kqDXAO4rA6
>>
>>588634
it works! you're the best!!!
>>
>>588652
No problem
These values are probably just scores, what the game spits out after it weighs the different options
Engage_melee for example is 'move into engage range', and all the other options are 0 since it checks the skills and they're out of range
>>
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>>588662
i think so too, look how high it gets when the nomad seeks to bully my crossbow. i will continue placing the ai into moral dilemmas and report further findings. i'm tempted to learn taunt on my bow, who knows what can happen
>>
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a new record was achieved by polemace outlaw. it must be because of how safe he feels
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>>588738
the foolish nomads have chosen bodo over their fellow teammates. the nearby target was tempting enough, but their innate fear of his action potential made them refrain from locking him into zone of control. little did they know, bodo has no intention of fighting today.
>>
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a new message, the slinger would prefer to stay where he is
>>
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i moved the pitchwork with straw hat (egil banner) before the round ended, and the cutthroat with the blugeon resumed his turn and decided it's better to spend his remaining action points moving two tiles closer, so that he may, next round, be able to move 4 tiles closer, and still be unable to attack, but at least he'd trap straw hat in zone of control, so he'll be able to attack next next round. he did this with 187.438 degrees of wanting to do it, instead of pursuing bodo. even though previous round he was 227.7 interested in engaging bodo, and gave him so much respect that he was unwilling to enter his zone of control

next round arrives, and now polemace, who has no hope of attacking anyone this round, decides to move closer to green shield (hakon), with 146.875 degrees. giving up on bodo, unfathomably. the very same bodo that was 532.259 degrees attractive previous round. bodo of this round is one tile closer to polemace outlaw.

the cutthroat with the saif, now alone, suddenly becomes courageous, and moves four tiles at once into bodo, who still has his full action potential, but is no longer as scary to the cutthroat. the cutthroat was 393.991 degrees wanting to do this.

???


????????


??


i think understand now. polemace outlaw, with a mind free from bloodlust due to inability to cause harm this round, has a clear understanding of the situation. bodo is indeed 1 tile closer to him, but that doesn't matter, because even being one tile closer, polemace still can't attack him this round. but polemace can do something important this round, which is threaten my 2h mace bro, who i now fear moving closer.

saif cutthroat is unable to do such things, and prefers to engage bodo instead. i do not know why he's so reckless however.

bludgeon cutthroat can't attack anyone this round, and my straw hat pitchfork is more attractive to attack next next round compared to bodo.

if you have alternative explanations please lend your assistance.
>>
>>588844
You must channel your dread powers towards reading the code to understand what exactly is going on
It's the only way
>>
>>588844
i also wanted to note that the southern mace outlaw decided to stun my green shield bro. he was 39.5534 wanting to do it, and 48 wanting to attack. he missed the first time and succeeded the second time.

1. 39.5534 is lower than 48, but he still picked stun instead of attack.

2. the second stun attempt was 39 instead of 39.5534, which is less than 39. why did he want to do it less?
>>
>>588857
>1. 39.5534 is lower than 48, but he still picked stun instead of attack.
Randomness is also a factor, at least as long as the score differences aren't too large
It instantly discards anything whose score is less than 25% of the highest score, marked by the lack of (*) in your logs
Then it does a weighted random, so while it's still likely to get the highest score ones, others can also be chosen

>2. the second stun attempt was 39 instead of 39.5534, which is less than 39. why did he want to do it less?
Things like 'ap cost versus remaining ap' or 'fatigue cost versus current fat' might be factors
>>
>>588850
what you say is true, but i tried it a few times and only got as far as i could by guessing what things do based on variable names. the experience wasn't enjoyable, but i'll give it another try once i get the scripts in readable condition
>>
>>588876
i suspected there was randomness in behavior for a while, but i wasn't sure until you confirmed it. somehow knowing that this outlaw's path to stunning my bro involved bypassing even more dice rolls makes it seem even luckier.

'ap cost versus remaining ap' seems less likely because both attack and stun cost 4ap, and having 5 instead of 9 ap seems like a big deal and worth more than .5534 degrees. i think it's probably the fatigue because fatigue cost is different between the two skills, but the gap is not too big.

the way the ai evaluates the desirability of behaviors to pick from doesn't seem to be relative. if he was evaluating behaviors relative to each other then i would expect the variables to add up to 100%. but they can reach weird values like 393 or 532. so i suspect that this evaluation is an estimate of the objective amount of utility or expected utility the ai thinks it will obtain. the ai is utilitarian, as expected from a robot.
>>
>>588910
It's just 'walking into range is worth x scores, but reduced by y times the number of enemies in range, but increased by low health enemy that is niw in my range" etc. Nothing relative about it, a whole lot of arbitrary numbers added and removed until you hopefully arrive at results that make the behaviour good
>>
>>588880
Reading AI code isn't enjoyable for me either
>>
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>>588947
round 7 somehow feels like the twilight zone, i seem to have become stuck in a strange place.
>>
>>586966
Use throwing weapons like they're polearms until you get someone with pretty high ranged attack
>>
i return with more information.

you may be wondering, what will the t3 nachzehrer do come next round. will it attack, break net, or swallow the shieldbro. what should the shieldbro do in this situation, attack or defend? i also wondered
>>
>>589216
and here is the outcome. nachzehrer thoughts are revealed. it liked to break net about twice as much as it liked hitting, and liked eating about thrice as much. i will inspect more nachzehrers and see if this can be generalized
>>
>>589220
Gotta say I enjoy these isolated scenarios
>>
>>589224
i enjoy playing them too. the star of the show is the bow, kiting many nachzehrers and allowing the rest of the team to deal with 1 or 2 at a time. i want to show how they split off from the group, it worked out well. this was the starting position after the raiders were eaten
>>
>>589259
i braced for impact, but the bow's attraction force turned out to be stronger than expected, so i had to chase
>>
>>589269
the bow turned out to be injured and within 1shot range of a t3 nachzehrer so it attracted them like magnets.

the first nachzehrer split off because he saw a chance to get the high ground tile. thankfully the team had enough cc to bump him down from high ground but it relied on luck
>>
>>589281
the second one was tempted in the same way, there were two bros adjacent to high ground tiles. a rarely seen 2h mace 2-turn stun saw use on this day.
>>
>>589288
actually three bros adjacent to high ground tiles now that i look at it, but on the log.html it said the nachzehrer was looking to engage the polemace.

now the third nachzehrer to be split off, it's not too clear on the image but if you notice the 3 that are chasing the bow in this image are not the same 3 that chased him in the previous image. the one with the really happy looking sprite ended up giving up because he couldn't path through the narrow passage near the edge of the map. so there was one turn when it just had no way to chase the bow, and that made him give up.
>>
a terrible tragedy, i have made a mistake. the bow must pray to be eaten, but with such low hp, they will surely want to hit. anyway i showed the nice bits i wanted to. show's over ;^)
>>
over at last
>>
>>589384
why did you do this to yourself
>>
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>>589484
sometimes i show off too much.

look i used try out
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but then this happened
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started up a lone wolf character
i hope this works
>>
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>>589653
first fight was a mess
5 nachos
>>
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don't know why they want me to clear all these crypts. last one was a mess
>>
how goes the lone wolf
>>
>>589693
Probably badly
I hate solo LW, you just bait enemies into unfavorable terrain and hope you roll well for the first x days until the free squire event pops up.
>>
Goddamn game keeps freezing on my xp machine
>>
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First time i've ever seen Caravan Hands be so bold.
>>
Is Battle Broskis getting more dlc?
>>
Is there any point to playing beast slayers, deserters, trading caravan, poacher, or regular origin compared to raiders? Now you can just run south until it cools down.
>>
>>591148
Poachers go fast, you get more info about enemy camps and three good starting bros, they're really strong
>>
How do you fight southern armies with no archers?
>>
Just want to announce:
FUCK YOUNG ORCS, FUCK NECROSERVANTS AND FUCK GOBLINS.

I've just played a Roman/Greek Phalanx type start got pretty far even with shitty guys until young orcs destroyed me. I should really stop caravan missions but the money is so tempting.
Is there a disadvantage to just giving everyone a spear+ shield for the first 20-30 days?
>>
>>591461
Low damage output, unreliabe spearwall due to no skill bonus chance to hit
>>
>>591507
>no skill bonus chance to hit
This is false, spearwall thrusts do get the hitbonus
>>
>>591218
what is the source of your difficulty anon i wish to help but i don't know in what ways

the most exploitable aspect of southern armies is also their thematic weakness. it lies in the the way they have more ranged units than normal and unlike other armies with a mix of ranged and melee their melee units are shit and can be killed before the backline instead of being invincible shieldwalls. so their gunners polemace swordlance those kinds of units are all cowardly, before your freedom of movement has been taken away by their melee units they will all stay back if they sense you intend to flank them while the conscripts and indentured march forward. and this division can result in their ranged units not contributing dps for several rounds while your own brothers are fighting and killing the meatshields. you see the germans are all good socialists and want us to use class struggle within southern city state society to divide and conquer their armies. your frontline tanks can help your dps by breaking shields in 1 hit if you've got axe mastery for some reason of diversity quotas but there aren't many fights worth picking that mastery for although this is one. pole-arm enemies in general behave the same so you can study this cowardly mentality by observing hooked blade and pike brigands. because of how little they need to move to attack even when their intentions are offensive they won't move forward much so they'll focus on defense more easily. gunners are just autistic perhaps you should read their thoughts in log.html and figure out what's wrong with them i just treat them as pike.

also remember to mouse over their group on the map to see what their army composition is, sometimes you find an easy mix. also you can use oasis terrain its tied with autunm forest for prettiest terrain and has deep water but also regular 2ap terrain this winning combination not be wasted on snakes and can you guess the only southern desert enemy who lacks pathfinder
>>
>>591507
yes this is false not only does spearwall get thrusts accuracy bonus it even treats the enemy unit as if it's already on the tile it attempts to move into which means it enjoys surround bonuses even if the enemy ends up being repelled. you have made a mistake.

you may wonder why i'm replying to your mistake and emphasizing that it is mistaken even though you've already been corrected. haven't you suffered enough why is this poster prolonging the embarrassment and rubbing salt on the wound are they really this petty

it is because you didn't just make a mistake, you made a mistake while being critical of something. you were not critical of yourself yet you were critical of something other than yourself. those who are other than yourself must now be critical of you or else this injustice will harm your moral nature
>>
>>591576
Since when? Only thrusts grant 20%
>>
>>591923
how can you possibly fail to notice a literal +20% bonus
did you just stop using the skill because of that misconception
>>
>>591809
>>591923
>>591576
Noice i'm going to larp as romans even more then.
>>
>>592011
very good your righteous spirit has infected me with desire to larp as romans
>>
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>>591923
Spearwall makes you attempt a free half damage Thrust when a target enters your ZoC.
Note that by free i also mean that these attacks cost no fatigue, and post mastery spearwall costs 19 fatigue. Thus the average bro is only really going to be building up 4 excess fat if he's just sitting and spamming the ability post mastery.

>>591809
Didnt know surround bonuses apply.
While on the topic of the ability, another reason why 2h spears are god awful is that if you don't have mastery and engage spearwall you're actually going to be suffering the penalty from striking adjacent targets for hitchance.
>>
pathfinder bags and belt quick hands rotate brawny relentless shield mastery throwing mastery spear mastery footworks
carry two throwing spears, a stack of throwing axes, a spear and a sword. shield should look red but i'm not sure on the type. armors all look inappropriate but barbute helmet somewhat resembles to ancient roman helmet. no need for initiative relentless just has a roman looking icon so it must be picked. other perks are thematic. that's as far as my roman larp build got
>>
>Defend n*rthern caravans
>They stand back and let me do all the work
>Defend southern caravans
>They fight side by side with my men, even used rotation and saved one of my bros
Being a cr*nling is not so bad
>>
>roman legion
full puncturespammer frontline
>>
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>>592596
>>
I don't have to feel bad about save scumming, right? Not at the beginning? Because I swear to God I get sick really fucking fast of having my hit chances all around be a coin flip or worse and losing because nobody can hit anything so something that should have died twice over caps the guy I managed to scrape up that has decent bases and two stars in melee attack and stamina.
>>
>>593064
Savescumming is pretty essential to learning the game, it's not like a roguelite where a run lasts 30 minutes or whatever
Though I would have some sort of code so you don't end up rerolling a fight 5 times until you just get lucky with the rolls and learn nothing
but keep your decent recruits in the backrow and give em polearms
>>
I wish Starsector had BBs perksystem
>>
>>593069
>so you don't end up rerolling a fight 5 times until you just get lucky with the rolls and learn nothing
I mean I agree there's no point to winning if there was no struggle but sometimes there's legitimately nothing I could have done better than just gotten luckier. I'll funnel the foe perfectly and have ideal terrain so the deck is stacked as I can make it but my fucking ass clowns refuse to hit a single attack and eat every attack in return and I die anyways. The game has to meet me in the middle is all.
>>
>>593188
Maybe it was just a fight you weren't supposed to take. Knowing what fights to take and how to manage risk is a pretty important part of the game. If you can only win/not lose considerable resources if you get lucky, you should probably avoid the fight. Sure, double 5% crossbow headshots deaths can always happen, but it's more the exception.
>>
>>593064
reloading saves can be educational but you need to reload even if you win to see how consistent your methods are otherwise you'll just cheat yourself
>>
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dog was used as a bridge
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>>593400
excellent
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>>593400
that's quite clever
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>>593400
hooked blade raider just chilling
>>
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Found this unused helmet in the game files
>>
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i've been playing with log.html open and have been trying different ways to reach a stalemate where the fight can last 50 rounds so it gives me time to control variables to test things. as a result i find myself liking this circle tactic.

enemies have a tendency to chase after the closest bro. when the closest bro for various enemies are in different directions, it causes the enemy mass to spread apart like a cloud of gas as they chase you in all directions. in pic related i tried to make sure no zombie is touching another. but enemies have other tendencies which can override their preference for closer bros, so those need to be accounted for. so then, you can adjust your own bros so some are closer to the center and other are farther away, gradually evening out the amount of aggro taken by each bro.

after enemies have been spread out, i move one brother closer to the center and it causes them to attract more attention, a few more enemies move to engage them. then next round i try to fix the situation by pulling the bro back and move a different bro near the enemy, this time from a different direction, and try to lure some of them away. this is a good way to learn about ai behavior. its easiest against zombies and camps where the enemies keep turtling inside their base.
>>
>>593609
Note that different enemies have different values- some like bunching up more, some prefer protecting WIP targets, some like flanking, some have no brain etc, so what works against zombies might not work against others
>>
>>591461
Why goblins? They are my favorites, weak, easy to break and drop lot of loots
>>
>>594603
puncture conpletely ignores armor
>>
>>594613
Still, you can kill half of them before they even have a chance to attack
>>
>>594603
They also got nerfed hard with BD, since fortifications ironically enough make them easier to kill
>move polearm bro next to fortification
>bonk shamans over the head
bueno
>>
>>594603
I dunno I fought them once and I got my shit pushed in (I accepted a caravan mission 1 skull with Northern raiders and like 2 other people) i'm just a newb fren.
On the bright side I have just reached 12 people and day 30 for the first time.
What's the point in the reserves? Should you invest in them early?
>>
Coomer mods when?
>>
>>594628
The reserve allows you to cycle those who are badly wounded or would just be a liability in the upcoming fight (for example archers vs savants) out for other brothers who can be useful.
>>
Reminder to put your trashy brothers in the reserve for easy fights that you easily outscale later in the game like small camps and groups so your useful guys level up faster
>>
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heard you were talkin' shit like I wouldn't find out
>>
>Expert/Expert/Low/Ironman
>Lose one of my 3 initially bros
>restart no matter what.
I have the tism don't I.
>>
>>595381
No, you have the ay
>>
>>595381
you are playing battle brothers, having the tism is a given
>>
Is it possible to make some brothers retreat while other still fight?
>>
>>595403
no
>>
>>595417
God damn it, this game is an incomplete mess
>>
>>595403
Release dogs and run
>>
>>595403
you can pull back your injured brothers to safe outer regions of the map which is functionally the same
>>
>>595436
>>595437
I can't do that.
I am still weak as shit and took an Orc extermination quests, so I tried to lure them to a group of Unholds, but they will not fight, they will just keep pursuing me.
I decided to start a 3 ways battles so they attack each other, but even when the unholds are wrecking their shits the orcs keep focusing on me. And if I retreat they stop fighting.
So I thought maybe I can keep the brother with Clarity and pathfinders perks, while the others retreat, until the unholds completely annihilate the orcs.
But it seems that this will not work.
>>
>>595445
Then you're left facing a band of fully healed and confident unholds so what would you have gained really
>>
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This Northern Raiders Start is kind of OP. I was able to keep the three starting bros because they're so strong and can pretty much sustain myself, level up any new guys by destroying peasants and caravans. Why haven't I played this start before?
>>
>>595445
It does work perfectly but some enemies like weidergangers, orks and ancient dead who will never have the ranged advantage will still split themselves between you and the third group
>Clarity
Huh?
>>
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>>595447
My Plan was:
>Retreat all the bros expect the one with Clarity and pathfinders perks
>Keeping running around the map edges untill the unhold finish the orcs
>Retreat
>Run away in world map
>?
>Get paid
But that will not work.
>>595457
>Pic related
I think it is from Legends mod
>>
>>595462
That perk sounds really good with polearm mastery and absolutely terrible with everything else
>>
>>595500
In Legends characters each have a different set of perks available depending on background plus a couple other criteria. For example, you might not have berserk available. But Clarity will be available. Another example is say you have two hedge knights. One might have spawned with the cleaver family of perks and the other doesn't have that family of perks.
>>
>>595509
I know that, just making an observation
>>
>>595462
That is one weirdly specific perk



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